Files
exalock/shaders/physics_update.vert

12 lines
227 B
GLSL

#version 300 es
precision highp float;
in vec2 position; // Fullscreen quad vertices
out vec2 vTexCoord;
void main() {
vTexCoord = position * 0.5 + 0.5; // [-1,1] -> [0,1]
gl_Position = vec4(position, 0.0, 1.0);
}