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

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#version 300 es
precision highp float;
layout(location = 0) in vec2 vertex;
out vec2 fragCoord;
uniform vec2 desktopSize;
uniform mat3x2 transform;
void main()
{
vec2 pos = transform * vec3(vertex, 1.0);
gl_Position = vec4(pos.x, -pos.y, 0.0, 1.0);
fragCoord = vertex / desktopSize;
}