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20 lines
902 B
GLSL
20 lines
902 B
GLSL
/* Input */
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uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */
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in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
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in vec4 a_Color; /* Per-vertex color information */
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in vec2 a_Texcoord0; /* Per-vertex texcoord information */
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/* Output */
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out vec4 v_Color; /* This will be passed into the fragment shader. */
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out vec2 v_Texcoord0;
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void main()
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{
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/* Send the color to the fragment shader */
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v_Color = a_Color;
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/* Send the texcoords to the fragment shader */
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v_Texcoord0 = a_Texcoord0;
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/* gl_Position is a special variable used to store the final position. */
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/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
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gl_Position = u_MVPMatrix * vec4(a_Position, 0.0f, 1.0f); /* DKS: Note I changed a_Position from 3D to 2D */
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}
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