2016-09-27 15:44:11 +02:00

15 lines
310 B
GLSL

uniform mat4 mvpMatrix;
uniform mat4 transformationMatrix;
attribute vec4 position;
attribute vec2 texCoords;
varying vec2 pass_TexCoords;
void main() {
vec4 transformatedPosition = transformationMatrix * position;
gl_Position = mvpMatrix * transformatedPosition;
pass_TexCoords = texCoords;
}