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20 lines
307 B
GLSL
20 lines
307 B
GLSL
#version 330 core
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uniform ProjectionMatrixBuffer
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{
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mat4 projection_matrix;
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};
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in vec2 in_position;
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in vec2 in_texCoord;
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in vec4 in_color;
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out vec4 color;
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out vec2 texCoord;
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void main()
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{
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gl_Position = projection_matrix * vec4(in_position, 0, 1);
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color = in_color;
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texCoord = in_texCoord;
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}
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