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17 lines
312 B
GLSL
17 lines
312 B
GLSL
uniform mat4 u_matrix_m;
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uniform mat4 u_matrix_vp;
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attribute vec3 a_vertex;
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attribute vec2 a_st0;
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varying vec2 v_st0;
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vec4 vertex_to_homo(vec3 pos) {
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return vec4(pos, 1.0) * u_matrix_m * u_matrix_vp;
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}
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void main() {
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v_st0 = vec2(a_st0.s, 1.0 - a_st0.t);
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gl_Position = vertex_to_homo(a_vertex);
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}
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