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1uniform mat4 g_WorldViewProjectionMatrix;
2uniform vec3 m_LightPosition;
3
4attribute vec4 inPosition;
5attribute vec2 inTexCoord;
6varying vec2 texCoord;
7varying vec2 lightPos;
8
9void main() {
10    vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
11    gl_Position = vec4(pos, 0.0, 1.0);
12    lightPos=m_LightPosition.xy;
13    texCoord = inTexCoord;
14}