protot/data/shaders/vs_passthrough.glsl

11 lines
195 B
GLSL

#version 330 core
in vec3 vertex_position_modelspace;
out vec2 uv;
void main() {
gl_Position = vec4(vertex_position_modelspace, 1);
uv = (vertex_position_modelspace.xy + vec2(1,1)) / 2.0;
}