deferred-shading-mainpass.vert
282 Bytes
#version 300 es
precision mediump float;
// DALI uniforms
uniform mat4 uMvpMatrix;
uniform vec3 uSize;
in vec3 aPosition;
in vec2 aTexCoord;
out vec2 vUv;
void main()
{
vec4 position = uMvpMatrix * vec4(aPosition * uSize, 1.f);
vUv = aTexCoord;
gl_Position = position;
}