hadean/shaders/flat.vert

17 lines
374 B
GLSL

//combined projection and view matrix
uniform mat4 uProjection;
uniform vec4 uColor;
//"in" attributes from our SpriteBatch
attribute vec2 Position;
attribute vec2 TexCoord;
//"out" varyings to our fragment shader
varying vec4 vColor;
varying vec2 vTexCoord;
void main() {
vColor = uColor;
vTexCoord = TexCoord;
gl_Position = uProjection * vec4(Position, 0.0, 1.0);
}