15 lines
256 B
GLSL
15 lines
256 B
GLSL
#version {VERSION}
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uniform vec2 Pos, Scroll;
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uniform vec2 p1, p2;
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in vec2 aVertexPosition;
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in vec2 aVertexTexCoord;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = vec4((aVertexPosition + Pos - Scroll) * p1 + p2, 0, 1);
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vTexCoord = aVertexTexCoord;
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}
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