pathfinder/resources/shaders/gl3/debug_texture.vs.glsl

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#version {{version}}
precision highp float;
uniform vec2 uFramebufferSize;
uniform vec2 uTextureSize;
in vec2 aPosition;
in vec2 aTexCoord;
out vec2 vTexCoord;
void main(){
vTexCoord = aTexCoord / uTextureSize;
vec2 position = aPosition / uFramebufferSize * 2.0 - 1.0;
gl_Position = vec4(position . x, - position . y, 0.0, 1.0);
}