16 lines
416 B
GLSL
16 lines
416 B
GLSL
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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// passed in vertex - only x and y are used
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attribute vec4 vertex;
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// passed in texCoords - to be forwarded
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attribute vec2 texCoord;
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// texCoords passed to fragment shader
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varying vec2 varyingTexCoords;
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void main() {
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varyingTexCoords = texCoord;
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gl_Position = vec4(vertex.xy + offset, vertex.zw) * projection;
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}
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