27 lines
577 B
GLSL
27 lines
577 B
GLSL
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uniform mat4 g_ModelViewProjectionMatrix;
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#if SPRITESHEET
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uniform vec4 g_Texture0Rotation;
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uniform vec2 g_Texture0Translation;
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#endif
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoord;
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void main() {
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#ifdef TRANSFORM
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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#else
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gl_Position = vec4(a_Position, 1.0);
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#endif
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#if SPRITESHEET
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v_TexCoord.xy = g_Texture0Translation + a_TexCoord.x * g_Texture0Rotation.xy + a_TexCoord.y * g_Texture0Rotation.zw;
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#else
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v_TexCoord.xy = a_TexCoord;
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#endif
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}
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