13 lines
365 B
GLSL
13 lines
365 B
GLSL
layout (location = 0) in vec2 a_pos;
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out vec2 v_uv;
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uniform mat4 u_matrix;
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uniform float u_overlay_scale;
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void main() {
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// This vertex shader expects a EXTENT x EXTENT quad,
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// The UV co-ordinates for the overlay texture can be calculated using that knowledge
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v_uv = a_pos / 8192.0;
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gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1);
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}
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