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28 lines
365 B
GLSL
28 lines
365 B
GLSL
/* quad vertex shader */
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@vs vs
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in vec2 position;
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in vec2 texcoord0;
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out vec2 uv;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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uv = texcoord0;
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}
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@end
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/* quad fragment shader */
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@fs fs
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uniform sampler2D tex;
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in vec2 uv;
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out vec4 frag_color;
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void main() {
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frag_color = texture(tex, uv);
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}
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@end
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/* quad shader program */
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@program quad vs fs
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