KStarbound/src/main/resources/shaders/vertex/texture.glsl

14 lines
206 B
GLSL

#version 330
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uv_in;
out vec2 uv_out;
uniform mat4 transform;
void main() {
uv_out = uv_in;
gl_Position = transform * vec4(pos, 1.0);
}