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14 lines
310 B
GLSL
14 lines
310 B
GLSL
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#version 310 es
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uniform vec4 PushMe[6];
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layout(location = 1) in vec4 Pos;
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layout(location = 0) out vec2 vRot;
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layout(location = 0) in vec2 Rot;
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void main()
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{
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gl_Position = mat4(PushMe[0], PushMe[1], PushMe[2], PushMe[3]) * Pos;
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vRot = (mat2(PushMe[4].xy, PushMe[4].zw) * Rot) + vec2(PushMe[5].z);
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}
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