16 lines
253 B
GLSL

uniform mat4 projection;
uniform mat4 modelview;
uniform vec2 offset;
attribute vec2 pos;
varying vec2 pos_2d_i;
void main()
{
gl_Position = projection *
(modelview * vec4(pos, 0, 1) + vec4(offset, 0, 0));
pos_2d_i = pos + offset;
}