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| author | raysan5 <raysan5@gmail.com> | 2015-09-02 02:44:16 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2015-09-02 02:44:16 +0200 |
| commit | b1a90a7f915e7779aad975a70b503788b0a1b228 (patch) | |
| tree | 74cdef91c597f787ad9691436a55a7e5a6788d1d /shaders/gl330/base.vs | |
| parent | da5221910fb1c6e847675a6f5d39130e50b2c12a (diff) | |
| download | raylib-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.vs | 19 |
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); +}
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