prosperon/source/shaders/spritevert.glsl

12 lines
190 B
GLSL

#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 texcoords;
uniform mat4 mpv;
void main()
{
texcoords = vertex.zw;
gl_Position = mpv * vec4(vertex.xy, 0.0, 1.0);
}