mkxp/shader/sprite.vert
Jonas Kulla 9e63fb6b64 Remove the remaining bits of deprecated GL usage
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.
2013-09-23 07:50:22 +02:00

17 lines
264 B
GLSL

uniform mat4 projMat;
uniform mat4 spriteMat;
uniform vec2 texSizeInv;
attribute vec2 position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
void main()
{
gl_Position = projMat * spriteMat * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv;
}