LookingGlass/client/renderers/EGL/shader/desktop.vert

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#version 300 es
precision mediump float;
layout(location = 0) in vec2 vertex;
out vec2 uv;
uniform vec2 desktopSize;
uniform mat3x2 transform;
void main()
{
gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
uv = vertex / desktopSize;
}