22 lines
676 B
GLSL
22 lines
676 B
GLSL
#version 330 core
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// Input vertex data from the VBO
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layout (location = 0) in vec2 aPos; // The (x, y) position of the vertex
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layout (location = 1) in vec2 aTexCoord; // The (u, v) texture coordinate for this vertex
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// Output to the fragment shader
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out vec2 TexCoord;
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// A matrix to handle projection (not strictly needed for this specific render-to-texture,
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// but good practice to include for general purpose use)
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uniform mat4 u_mvpMatrix;
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void main()
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{
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// Set the final position of the vertex
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gl_Position = u_mvpMatrix * vec4(aPos.x, aPos.y, 0.0, 1.0);
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// Pass the texture coordinate straight through to the fragment shader
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TexCoord = aTexCoord;
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}
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