16 lines
402 B
GLSL
16 lines
402 B
GLSL
uniform mat4 uMVPMatrix;
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uniform mat4 uTexMatrix;
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attribute vec4 aPosition;
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attribute vec4 aTextureCoord;
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varying vec2 vTextureCoord;
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/**
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* This vertex shader maps the projection matrix to the
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* position of the frame and then forwards
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* the coordinates of the texture to a vertex shader
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*/
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void main() {
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gl_Position = uMVPMatrix * aPosition;
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vTextureCoord = (uTexMatrix * aTextureCoord).xy;
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}
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