supercell-wx/scwx-qt/gl/radar.vert

17 lines
357 B
GLSL

#version 330 core
layout (location = 0) in vec2 aPosition;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 uMVPMatrix;
out vec2 texCoord;
void main()
{
// Pass the texture coordinate to the fragment shader
texCoord = aTexCoord;
// Transform the position to screen coordinates
gl_Position = uMVPMatrix * vec4(aPosition, 0.0f, 1.0f);
}