7 // Will be overridden by compile_glsl_program() if needed.
8 // (It cannot just be prepended, as #version must be before everything.)
13 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
15 // 2.000 0.000 0.000 -1.000
16 // 0.000 2.000 0.000 -1.000
17 // 0.000 0.000 -2.000 -1.000
18 // 0.000 0.000 0.000 1.000
19 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);