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// Version directive is set by Warzone when loading the shader
// (This shader supports GLSL 1.20 - 1.50 core.)
// gl_VertexID seems to not be supported on 120, despite documentation to the contrary.
// Old comment:
// This shader uses vertex id to generate
// vertex position. This allows to save
// a vertex buffer binding and thus
// simplifies C++ code.
uniform mat4 transformationMatrix;
uniform vec2 tuv_offset;
uniform vec2 tuv_scale;
#if (!defined(GL_ES) && (__VERSION__ >= 130)) || (defined(GL_ES) && (__VERSION__ >= 300))
in vec4 vertex;
#else
attribute vec4 vertex;
#endif
#if (!defined(GL_ES) && (__VERSION__ >= 130)) || (defined(GL_ES) && (__VERSION__ >= 300))
out vec2 uv;
#else
varying vec2 uv;
#endif
void main()
{
gl_Position = transformationMatrix * vertex;
uv = tuv_scale * vertex.xy + tuv_offset;
}
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