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- #version 450 core
- layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
- uniform mat4 model;
- // note that we're omitting the view matrix; the view never changes so we basically have an identity view matrix and can therefore omit it.
- uniform mat4 projection;
- out vec2 TexCoords;
- void main() {
- TexCoords = vertex.zw;
- gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
- }
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