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author | David Robillard <d@drobilla.net> | 2019-12-07 15:54:01 +0100 |
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committer | David Robillard <d@drobilla.net> | 2019-12-11 22:59:50 +0100 |
commit | 13f9ef04aaf5f3583ef83bffc094758f0d640634 (patch) | |
tree | 234967ce962d3e1033634569e7a40c80c974abd9 /shaders/rect.vert | |
parent | 91773de7ac4e07643fc47f1f0c1fdb6a255f53d2 (diff) | |
download | pugl-13f9ef04aaf5f3583ef83bffc094758f0d640634.tar.gz pugl-13f9ef04aaf5f3583ef83bffc094758f0d640634.tar.bz2 pugl-13f9ef04aaf5f3583ef83bffc094758f0d640634.zip |
GL3 Test: Move shaders to separate files
Diffstat (limited to 'shaders/rect.vert')
-rw-r--r-- | shaders/rect.vert | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/shaders/rect.vert b/shaders/rect.vert new file mode 100644 index 0000000..34fe0b3 --- /dev/null +++ b/shaders/rect.vert @@ -0,0 +1,18 @@ +#version 330 + +/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels) + to the fragment shader for drawing the border. */ + +uniform mat4 MVP; +uniform vec2 u_size; + +in vec2 v_position; + +noperspective out vec2 f_uv; + +void +main() +{ + f_uv = v_position * u_size; + gl_Position = MVP * vec4(v_position, 0.0, 1.0); +} |