armory/raw/deferred_light/deferred_light.vert.glsl
2016-03-15 11:29:53 +01:00

19 lines
262 B
GLSL

#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
out vec2 texCoord;
const vec2 madd = vec2(0.5, 0.5);
void main() {
// Scale vertex attribute to [0-1] range
texCoord = pos.xy * madd + madd;
gl_Position = vec4(pos.xy, 0.0, 1.0);
}