24 lines
465 B
GLSL
24 lines
465 B
GLSL
/*
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* SPDX-FileCopyrightText: 2020 Arjen Hiemstra <ahiemstra@heimr.nl>
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*
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* SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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uniform highp mat4 matrix;
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uniform lowp vec2 aspect;
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#ifdef CORE_PROFILE
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in highp vec4 in_vertex;
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in mediump vec2 in_uv;
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out mediump vec2 uv;
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#else
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attribute highp vec4 in_vertex;
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attribute mediump vec2 in_uv;
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varying mediump vec2 uv;
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#endif
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void main() {
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uv = (-1.0 + 2.0 * in_uv) * aspect;
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gl_Position = matrix * in_vertex;
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}
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