kwin/shaders/1.10/scene-color-vertex.glsl
2013-05-08 18:33:03 +02:00

10 lines
244 B
GLSL

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