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MapLibreParticleLab/shaders/drawable.hillshade.vertex.glsl
2023-12-09 07:48:42 +02:00

16 lines
327 B
GLSL

layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_texture_pos;
layout (std140) uniform HillshadeDrawableUBO {
highp mat4 u_matrix;
highp vec2 u_latrange;
highp vec2 u_light;
};
out vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
v_pos = a_texture_pos / 8192.0;
}