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

11 lines
161 B
GLSL

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