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      1 uniform mat4 g_WorldViewProjectionMatrix;
      2 
      3 attribute vec4 inPosition;
      4 attribute vec4 inColor;
      5 attribute vec4 inIndex;
      6 
      7 varying vec4 color;
      8 
      9 void main() {
     10     vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy;
     11     gl_Position = vec4(pos, 0.0, 1.0);
     12 
     13     color = inIndex;
     14 }