1 attribute vec2 position;
2 attribute vec2 texcoord;
5 // Will be overridden by compile_glsl_program() if needed.
6 // (It cannot just be prepended, as #version must be before everything.)
11 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
13 // 2.000 0.000 0.000 -1.000
14 // 0.000 2.000 0.000 -1.000
15 // 0.000 0.000 -2.000 -1.000
16 // 0.000 0.000 0.000 1.000
17 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);