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Schnappix/temp_aar/res/raw/camera_vertex.glsl
T

10 lines
252 B
GLSL

uniform mat4 uMVPMatrix;
attribute vec4 aPosition;
uniform mat4 uStMatrix;
attribute vec4 aTextureCoordinate;
varying vec2 vTextureCoord;
void main()
{
gl_Position = uMVPMatrix * aPosition;
vTextureCoord = (uStMatrix * aTextureCoordinate).xy;
}