decla-red/frontend/src/shaders/passthrough-shading-vs.glsl
2020-07-25 14:20:11 +02:00

12 lines
287 B
GLSL

#version 300 es
uniform mat3 ndcToWorld;
in vec4 a_position;
out vec2 worldCoordinates;
out vec2 uvCoordinates;
void main() {
worldCoordinates = (vec3(a_position.xy, 1.0) * ndcToWorld).xy;
uvCoordinates = ((a_position.xy + vec2(1.0)) / 2.0).xy;
gl_Position = a_position;
}