/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ uniform highp mat4 matrix; uniform lowp vec2 aspect; #ifdef CORE_PROFILE in highp vec4 in_vertex; in mediump vec2 in_uv; out mediump vec2 uv; #else attribute highp vec4 in_vertex; attribute mediump vec2 in_uv; varying mediump vec2 uv; #endif void main() { uv = (-1.0 + 2.0 * in_uv) * aspect; gl_Position = matrix * in_vertex; }