GLSL · 337 bytes Raw Blame History
1 #version 330 core
2
3 layout(location = 0) in vec2 a_position;
4 layout(location = 1) in vec2 a_texcoord;
5 layout(location = 2) in vec4 a_color;
6
7 uniform mat4 u_projection;
8
9 out vec2 v_texcoord;
10 out vec4 v_color;
11
12 void main() {
13 gl_Position = u_projection * vec4(a_position, 0.0, 1.0);
14 v_texcoord = a_texcoord;
15 v_color = a_color;
16 }