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16 lines
449 B
GLSL
16 lines
449 B
GLSL
attribute vec3 in_Position; // (x,y,z)
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attribute vec4 in_Colour; // (r,g,b,a)
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varying vec4 v_vColour;
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varying vec2 v_vPosition;
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uniform vec2 flipPos;
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uniform vec2 flipSize;
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void main() {
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vec4 object_space_pos = vec4( in_Position, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vPosition = (in_Position.xy - flipPos) / flipSize;
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}
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