16 lines
463 B
GLSL
16 lines
463 B
GLSL
#version 150
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// our projection and translation matrices
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uniform mat4 proj_matrix, mv_matrix;
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// attributes
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attribute vec3 vp; // vertex position
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attribute vec2 uv; // UV map
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uniform vec2 uv_offset; // offset within the UV map
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// output
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varying vec2 frag_uv;
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void main() {
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vec4 eye = mv_matrix * vec4(vp, 1.0);
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gl_Position = proj_matrix * eye;
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frag_uv = vec2(uv.s+uv_offset.x, 1.0 - uv.t+uv_offset.y);
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//frag_uv = vec2(uv.s, 1.0 - uv.t);
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} |