/* * SPDX-FileCopyrightText: 2020 Arjen Hiemstra * * SPDX-License-Identifier: LGPL-2.0-or-later */ #version 440 #extension GL_GOOGLE_include_directive: enable #include "uniforms.glsl" layout(location = 0) in highp vec4 in_vertex; layout(location = 1) in mediump vec2 in_uv; layout(location = 0) out mediump vec2 uv; out gl_PerVertex { vec4 gl_Position; }; void main() { uv = (-1.0 + 2.0 * in_uv) * ubuf.aspect; gl_Position = ubuf.matrix * in_vertex; }