mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
675822004d
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
11 lines
164 B
Text
11 lines
164 B
Text
|
|
in vec4 PositionInProjection;
|
|
in vec2 UV;
|
|
uniform vec2 UVScale;
|
|
out vec2 TexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = PositionInProjection;
|
|
TexCoord = UV * UVScale;
|
|
}
|