13 lines
386 B
GLSL
13 lines
386 B
GLSL
#version 330
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uniform mat4 mvpMatrix;
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in vec4 vertexPosition;
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smooth out vec2 texCoord;
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void main()
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{
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// Calculate vertex position in screen space.
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gl_Position = mvpMatrix * vertexPosition;
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// Originally texCoord = vertexPosition.xy, but this yields a flipped image
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texCoord = vec2(vertexPosition.x, 1.0-vertexPosition.y); // Was really only useful for our UHH image
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}
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