blob: 990951bcba0afcf61b9e067232aa7bf013ce327f [file] [log] [blame]
uniform mat4 g_WorldViewProjectionMatrix;
uniform vec3 m_LightPosition;
in vec4 inPosition;
in vec2 inTexCoord;
out vec2 texCoord;
out vec2 lightPos;
void main() {
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
gl_Position = vec4(pos, 0.0, 1.0);
lightPos=m_LightPosition.xy;
texCoord = inTexCoord;
}