LookingGlass/client/renderers/EGL/shader/desktop.vert
Quantum 543c97987b [client] egl: remove needless precision quantifiers
We simply use precision mediump float; for everything. We don't actually
need highp anyways, and we don't use it for stuff like CAS or FSR.
2021-08-11 20:47:46 +10:00

15 lines
256 B
GLSL

#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;
}