KStarbound/src/main/resources/shaders/light_occluder.vsh
2022-09-14 00:49:50 +07:00

14 lines
201 B
GLSL

#version 460
layout (location = 0) in vec2 vertexPos;
uniform mat4 transform;
out vec2 originalPos;
void main() {
gl_Position = transform * vec4(vertexPos, 0.0, 1.0);
originalPos = vertexPos;
}