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#version 330 core

// --------------------------------------------------------------------------------
// Vertex inputs
// --------------------------------------------------------------------------------
layout (location = 0) in vec2 v_in_p;
layout (location = 1) in vec2 v_in_t;

// --------------------------------------------------------------------------------
// Vertex outputs
// --------------------------------------------------------------------------------
out vec2 v_p;
out vec2 v_t;

// --------------------------------------------------------------------------------
// Main
// --------------------------------------------------------------------------------
void main()
{
  v_p = v_in_p;
  v_t = v_in_t;
  gl_Position = vec4(v_p.x, v_p.y, -1.0f, 1.0f);
}