KStarbound/src/main/resources/shaders/tile.vsh

17 lines
289 B
GLSL

#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uv_in;
layout (location = 2) in float hsv_in;
out vec2 uv_out;
out float hsv_vertex;
uniform mat4 transform;
void main() {
uv_out = uv_in;
hsv_vertex = hsv_in;
gl_Position = transform * vec4(pos, 1.0);
}