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TDT4195/gloom-rs/shaders/simple.vert

20 lines
528 B
GLSL

#version 410 core
layout(location=0) in vec3 position;
layout(location=1) in vec4 vertex_colors;
out vec4 fragment_colors;
// this matrix mirrors over the x-axis and the y-axis simultaneously
uniform mat4 flip = mat4(
vec4(-1.0f, 0.0f, 0.0f, 0.0f), // column 0
vec4( 0.0f, -1.0f, 0.0f, 0.0f), // column 1
vec4( 0.0f, 0.0f, 1.0f, 0.0f), // column 2
vec4( 0.0f, 0.0f, 0.0f, 1.0f) // column 3
);
void main()
{
gl_Position = flip * vec4(position, 1.0f);
fragment_colors = vertex_colors;
}