Spaces:
Sleeping
Sleeping
| attribute vec2 a_pos; | |
| uniform mat4 u_matrix; | |
| uniform vec2 u_world; | |
| varying vec2 v_pos; | |
| void main() { | |
| gl_Position = u_matrix * vec4(a_pos, 0, 1); | |
| v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world; | |
| } | |