ebiten/internal/shader/testdata/vertex_fragment.expected.vs
2020-09-12 00:35:14 +09:00

19 lines
396 B
GLSL

uniform vec2 U0;
attribute vec2 A0;
attribute vec2 A1;
attribute vec4 A2;
varying vec2 V0;
varying vec4 V1;
void main(void) {
mat4 l0 = mat4(0);
gl_Position = vec4(0);
V0 = vec2(0);
V1 = vec4(0);
l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
V0 = A1;
V1 = A2;
return;
}