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

30 lines
410 B
GLSL

#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
in vec2 aPosition;
in vec2 aMaskTexCoord;
in int aBackdrop;
out vec2 vMaskTexCoord;
out float vBackdrop;
void main(){
vMaskTexCoord = aMaskTexCoord;
vBackdrop = float(aBackdrop);
gl_Position = vec4(mix(vec2(- 1.0, - 1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
}