2021-06-04 11:55:10 +02:00

24 lines
465 B
GLSL

/*
* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
*
* 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;
}