looking-glass/client/renderers/egl/shader/alert.vert

21 lines
373 B
GLSL

#version 300 es
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
uniform vec2 screen;
uniform vec2 size;
uniform vec4 color;
out highp vec2 uv;
out highp vec4 c;
void main()
{
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
gl_Position.xy *= screen.xy * size.xy;
uv = vertexUV;
c = color;
}