LookingGlass/client/renderers/EGL/shader/basic.vert
Quantum 705250f23d [client] egl: correct assign to gl_Position in basic.vert
gl_Position is expected to be using homogeneous coordinates, which requires
w to be a coordinate scale factor, usually 1.0. z should also be set in order
for depth to be well-defined. Therefore, we should set gl_Position.zw to
vec2(0.0, 1.0).
2021-08-10 06:10:42 +10:00

15 lines
216 B
GLSL

#version 300 es
precision mediump float;
layout(location = 0) in vec2 uVertex;
layout(location = 1) in vec2 uUV;
out vec2 iFragCoord;
void main()
{
gl_Position = vec4(uVertex, 0.0, 1.0);
iFragCoord = uUV;
}