1uniform mat4 g_WorldViewProjectionMatrix;
2
3in vec4 inPosition;
4in vec2 inTexCoord;
5
6out vec2 texCoord;
7
8void main() {
9 vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
10 gl_Position = vec4(pos, 0.0, 1.0);
11 texCoord = inTexCoord;
12}