2010-12-12 12:40:39 +00:00
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uniform mat4 projection;
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// offset of the window/texture to be rendered
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uniform vec2 offset;
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2010-12-05 08:13:46 +00:00
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// passed in vertex - only x and y are used
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attribute vec4 vertex;
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void main() {
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2010-12-12 12:40:39 +00:00
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gl_Position = vec4(vertex.xy + offset, vertex.zw) * projection;
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2010-12-05 08:13:46 +00:00
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}
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