looking-glass/client/renderers/EGL/shader/basic.vert

14 lines
215 B
GLSL

#version 300 es
precision mediump float;
layout(location = 0) in vec2 uVertex;
layout(location = 1) in vec2 uUV;
out vec2 fragCoord;
void main()
{
gl_Position = vec4(uVertex, 0.0, 1.0);
fragCoord = uUV;
}