source:
data/branches/Shader_HS18/programs/Example/GLSL150/StdQuad_Tex4_vp.glsl
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12083
Last change on this file since 12083 was 12083, checked in by wiesep, 6 years ago | |
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File size: 434 bytes |
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1 | #version 150 |
2 | |
3 | uniform mat4 worldViewProj; |
4 | in vec4 vertex; |
5 | in vec2 uv0; |
6 | out vec2 oUv0; |
7 | out vec2 oUv1; |
8 | out vec2 oUv2; |
9 | out vec2 oUv3; |
10 | out vec4 pos; |
11 | |
12 | void main() |
13 | { |
14 | // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) |
15 | gl_Position = worldViewProj * vertex; |
16 | |
17 | oUv0 = uv0; |
18 | oUv1 = oUv0; |
19 | oUv2 = oUv0; |
20 | oUv3 = oUv0; |
21 | pos = gl_Position; |
22 | } |
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