gl01/internal/igwrap/backend/shader.vert

18 lines
221 B
GLSL

#version 330
uniform mat4 projection;
in vec2 pos;
in vec2 uv;
in vec4 color;
out vec2 fragUV;
out vec4 fragColor;
void main() {
fragUV = uv;
fragColor = color;
gl_Position = projection * vec4(pos.xy, 0, 1);
}