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api8/shaders/credits.vs

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2023-05-03 17:24:54 +02:00
#version 330
layout(location = 0) in vec3 vsiPosition;
layout(location = 2) in vec2 vsiTexCoord;
uniform int inv;
uniform mat4 modview, proj;
out vec2 vsoTexCoord;
void main(void) {
gl_Position = proj * modview * vec4(vsiPosition, 1.0);
if(inv != 0) {
vsoTexCoord = vec2(vsiTexCoord.s, 1.0 - vsiTexCoord.t);
} else {
vsoTexCoord = vec2(vsiTexCoord.s, vsiTexCoord.t);
}
}