22 lines
402 B
GLSL
22 lines
402 B
GLSL
#version 130
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in vec2 position;
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in vec2 vertex_uv;
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uniform mat4 transformation;
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uniform int mode;
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out vec2 original_coordinates;
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out vec4 clip_coordinates;
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out vec2 frag_uv;
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void main(void)
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{
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gl_Position = vec4(position, 0, 1);
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if (mode > 0)
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{
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gl_Position *= transformation;
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}
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original_coordinates = position;
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clip_coordinates = gl_Position;
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frag_uv = vertex_uv;
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}
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