2024-12-03 20:42:33 +02:00

21 lines
374 B
GLSL

#version 140
uniform vertex_inputs {
highp mat4 view_proj;
};
// positions are in world space
in mediump vec3 position;
in mediump vec2 texcoord0;
in lowp vec4 color;
out mediump vec2 var_texcoord0;
out lowp vec4 var_color;
void main()
{
var_texcoord0 = texcoord0;
var_color = vec4(color.rgb * color.a, color.a);
gl_Position = view_proj * vec4(position.xyz, 1.0);
}