uniform mat4 proj_matrix; | |
uniform mat4 tex_matrix; | |
uniform float scale; | |
attribute vec2 position; | |
attribute vec2 uv; | |
varying vec2 UV; | |
void main() | |
{ | |
vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0); | |
UV = transformed_uv.st / transformed_uv.q; | |
gl_Position = vec4(scale, scale, 1.0, 1.0) * (proj_matrix * vec4(position.x, position.y, 0.0, 1.0)); | |
} |