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

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378 B
GLSL

#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
uniform mat4 uTransform;
uniform int uGridlineCount;
in ivec2 aPosition;
out vec2 vTexCoord;
void main(){
vTexCoord = vec2(aPosition * uGridlineCount);
gl_Position = uTransform * vec4(ivec4(aPosition . x, 0, aPosition . y, 1));
}