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authoriamn1ck <iamn1ck@yahoo.com>2017-02-19 07:00:34 -0600
committerTom Barrett <tombarrett@siu.edu>2017-03-07 13:22:46 -0600
commit74c6854fd8dcbaee736ac0421805ff1e03c4a1e2 (patch)
tree4a3ae40bea9b07a2111128e98d9272bdbac2af87 /inc/opengl/theshader.vert
parent03885192b9ff7d3c5e2dcfd98aefd21e9b62f603 (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/theshader.vert')
-rw-r--r--inc/opengl/theshader.vert15
1 files changed, 15 insertions, 0 deletions
diff --git a/inc/opengl/theshader.vert b/inc/opengl/theshader.vert
new file mode 100644
index 0000000..b7cfe3b
--- /dev/null
+++ b/inc/opengl/theshader.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;
+}