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Univerxel/content/shaders/UI.vs

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GLSL

#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 Position_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
void main(){
gl_Position = vec4(Position_modelspace,1);
UV = (Position_modelspace.xy+vec2(1,1))/2.0;
}