blob: 367c3306bb23071b9bb486021b82344e5be6de3e [file] [log] [blame]
uniform mat4 g_WorldViewProjectionMatrix;
in vec4 inPosition;
in vec2 inTexCoord;
out vec2 texCoord;
void main() {
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
gl_Position = vec4(pos, 0.0, 1.0);
texCoord = inTexCoord;
}