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precision highp float;
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 textureCoordinates;
layout(location = 0) uniform mat4 projection;
layout(location = 1) uniform float y_scale;
out vec2 interpolatedTextureCoordinates;
out float interpolated_frag_depth;
void main() {
interpolatedTextureCoordinates = textureCoordinates;
gl_Position = projection * vec4(position.xy, 0, position.w) + vec4(0, position.z * y_scale, 0, 0);
interpolated_frag_depth = position.z;
}
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