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author | iamn1ck <iamn1ck@yahoo.com> | 2017-02-19 07:00:34 -0600 |
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committer | Tom Barrett <tombarrett@siu.edu> | 2017-03-07 13:22:46 -0600 |
commit | 74c6854fd8dcbaee736ac0421805ff1e03c4a1e2 (patch) | |
tree | 4a3ae40bea9b07a2111128e98d9272bdbac2af87 /inc/opengl/basicshader.vert | |
parent | 03885192b9ff7d3c5e2dcfd98aefd21e9b62f603 (diff) |
-quadtree and opengl rendering are now in the master branch !
-using sdl_rect for location and size ended up being not so great due to it not having floats, so we reverted back to using location
-much, much refractoring is now needed
Diffstat (limited to 'inc/opengl/basicshader.vert')
-rw-r--r-- | inc/opengl/basicshader.vert | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/inc/opengl/basicshader.vert b/inc/opengl/basicshader.vert new file mode 100644 index 0000000..f17aef5 --- /dev/null +++ b/inc/opengl/basicshader.vert @@ -0,0 +1,15 @@ +#version 320 es +in highp vec2 pos; +in highp vec3 color; +in highp float sides; +uniform mat4 MVP; + +out highp vec3 fColor; +out highp float vSides; + +void main() +{ + gl_Position = MVP * vec4(pos, 0.0, 1.0); + fColor = color; + vSides = sides; +} |