23 lines
546 B
GLSL

uniform mat4 mvpMatrix;
uniform mat4 transformationMatrix;
uniform vec2 texCoordScaling;
attribute vec4 position;
attribute vec2 texCoords;
varying vec2 pass_TexCoords;
void main() {
vec2 scale = vec2(1.0, 1.0);
if(texCoordScaling.x != 0.0)
scale.x = texCoordScaling.x;
if(texCoordScaling.y != 0.0)
scale.y *= texCoordScaling.y;
vec4 transformatedPosition = transformationMatrix * position;
gl_Position = mvpMatrix * transformatedPosition;
pass_TexCoords = scale * texCoords;
}