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maszyna/shaders/ogl46/map.vert

17 lines
320 B
GLSL

#version 460 core
#define STAGE_VERTEX 1
layout(location = 0) in vec3 v_vert;
layout(location = 2) in vec2 v_coords;
layout(location = 19) out vec2 g_coords;
#include "common.glsl"
void main()
{
vec4 clip_pos = projection * vec4(v_vert, 1.0f);
gl_Position = vec4(clip_pos.xz, 0.5, 1.0);
g_coords = v_coords;
}