15 lines
288 B
GLSL
15 lines
288 B
GLSL
#version 450 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aUv;
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uniform mat4 uProjection;
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uniform mat4 uView;
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uniform vec4 uUvRect;
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out vec2 vUv;
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void main() {
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vUv = uUvRect.xy + aUv * uUvRect.zw;
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gl_Position = uProjection * uView * vec4(aPos, 1.0);
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}
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