The drawing is now completely shader based, which makes away with all usage of the depracted matrix stack. This also allows us to do things like simple translations and texture coordinate translation directly instead of doing everything indirectly through matrices. Fixed vertex attributes ('vertexPointer()' etc) are also replaced with user defined attribute arrays.
18 lines
327 B
GLSL
18 lines
327 B
GLSL
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uniform mat4 projMat;
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uniform vec2 texSizeInv;
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uniform float texOffsetX;
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uniform vec2 translation;
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attribute vec2 position;
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attribute vec2 texCoord;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = projMat * vec4(position + translation, 0, 1);
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v_texCoord = vec2(texCoord.x + texOffsetX, texCoord.y) * texSizeInv;
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}
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