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

18 lines
309 B
GLSL

#version 300 es
layout(location = 0) in vec2 vertex;
out highp vec2 uv;
uniform highp vec2 size;
uniform mat3x2 transform;
void main()
{
highp vec2 uvScale;
gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
uvScale.x = 1.0 / size.x;
uvScale.y = 1.0 / size.y;
uv = vertex * uvScale;
}