12 lines
260 B
GLSL
12 lines
260 B
GLSL
#version 400 core
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in vec2 position;
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out vec2 textureCoords;
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uniform mat4 transformationMatrix;
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void main(void) {
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gl_Position = transformationMatrix * vec4(position, 0.0, 1.0);
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textureCoords = vec2((position.x + 1.0)/ 2.0, (position.y + 1.0)/2.0);
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} |