attribute vec3 a_position; | |
attribute vec2 a_tex_coord; | |
varying vec2 v_tex_coord; | |
uniform vec2 u_tex_offset; | |
uniform vec2 u_tex_multiplier; | |
uniform mat4 u_mvp_matrix; | |
void main() { | |
gl_Position = u_mvp_matrix * vec4(a_position.xyz, 1.0); | |
v_tex_coord.x = a_tex_coord.x * u_tex_multiplier.x + u_tex_offset.x; | |
v_tex_coord.y = a_tex_coord.y * u_tex_multiplier.y + u_tex_offset.y; | |
} |