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authorraysan5 <raysan5@gmail.com>2015-09-02 02:44:16 +0200
committerraysan5 <raysan5@gmail.com>2015-09-02 02:44:16 +0200
commitb1a90a7f915e7779aad975a70b503788b0a1b228 (patch)
tree74cdef91c597f787ad9691436a55a7e5a6788d1d /shaders/gl330/base.vs
parentda5221910fb1c6e847675a6f5d39130e50b2c12a (diff)
downloadraylib-b1a90a7f915e7779aad975a70b503788b0a1b228.tar.gz
raylib-b1a90a7f915e7779aad975a70b503788b0a1b228.zip
Added some useful postprocessing shaders
Shaders come in two flavours: - shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX) - shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5)
Diffstat (limited to 'shaders/gl330/base.vs')
-rw-r--r--shaders/gl330/base.vs19
1 files changed, 19 insertions, 0 deletions
diff --git a/shaders/gl330/base.vs b/shaders/gl330/base.vs
new file mode 100644
index 00000000..59eae0a0
--- /dev/null
+++ b/shaders/gl330/base.vs
@@ -0,0 +1,19 @@
+#version 330
+
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+
+out vec2 fragTexCoord;
+
+uniform mat4 projectionMatrix;
+uniform mat4 modelviewMatrix;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ fragTexCoord = vertexTexCoord;
+
+ gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file