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#version 150
// these come from the programmable pipeline
uniform mat4 modelViewProjectionMatrix;
in vec4 position;
in vec2 texcoord;
// texture coordinates are sent to fragment shader
out vec2 texCoordVarying1;
out vec2 texCoordVarying2;
void main()
{
texCoordVarying1 = texcoord;
//texCoordVarying = (texcoord - 0.5); ///(2.0f+sin(time));
//texCoords = (texCoords - 0.5) * scale + (0.5 * scale);
gl_Position = modelViewProjectionMatrix * position;
}
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