18 lines
335 B
GLSL
18 lines
335 B
GLSL
#version 330 core
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out vec2 texImageCoord;
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out vec2 paintCoord;
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in vec2 pos;
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in vec2 textureUV;
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uniform mat4 sh_Model;
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uniform mat4 sh_Ortho;
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uniform mat3 paintInverted;
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void main()
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{
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gl_Position = sh_Ortho * sh_Model * vec4(pos, 0.0, 1.0);
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texImageCoord = textureUV;
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paintCoord = (paintInverted * vec3(pos, 1.0)).xy;
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}
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