render_backend_gl_default_vertex_shader.glsl 334 B

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  1. #version 300 es
  2. precision highp float;
  3. layout(location = 0) in vec3 position;
  4. layout(location = 1) in vec2 texcoord;
  5. layout(location = 2) in vec4 color;
  6. out vec2 frag_texcoord;
  7. out vec4 frag_color;
  8. uniform mat4 mvp;
  9. void main()
  10. {
  11. frag_texcoord = texcoord;
  12. frag_color = color;
  13. gl_Position = mvp * vec4(position, 1.0);
  14. }