Files
loop/shader/texture/barrel.vert
T

19 lines
478 B
GLSL

#version 430 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 rad1;
layout (location = 2) in vec2 rad2;
layout (location = 3) in float factor;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec2 vCen;
out vec2 vRad1;
out vec2 vRad2;
out float vFactor;
void main()
{
gl_Position = vec4(0,0,0,1);
vCen = (theMat * vec4(pos,0,1)).xy;
vRad1 = (theMat * vec4(rad1,0,1)).xy;
vRad2 = (theMat * vec4(rad2,0,1)).xy;
vFactor = factor;
}