23 lines
563 B
GLSL
23 lines
563 B
GLSL
uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelMatrix;
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attribute vec2 a_position;
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attribute vec2 a_texCoord;
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varying vec2 v_texCoord;
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#ifdef DRAW_MODE_lineSample
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uniform float u_positionScalar;
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#endif
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void main() {
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#ifdef DRAW_MODE_lineSample
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vec2 position = a_position;
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position.y = clamp(position.y * u_positionScalar, -0.5, 0.5);
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gl_Position = u_projectionMatrix * u_modelMatrix * vec4(position, 0, 1);
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#else
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gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
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#endif
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v_texCoord = a_texCoord;
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}
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