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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <impeller/conversions.glsl>
#include <impeller/types.glsl>
uniform FrameInfo {
mat4 mvp;
float depth;
float texture_sampler_y_coord_scale;
}
frame_info;
in vec2 vertices;
in vec2 texture_coords;
in vec4 color;
out vec2 v_texture_coords;
out f16vec4 v_color;
void main() {
gl_Position = frame_info.mvp * vec4(vertices, 0.0, 1.0);
gl_Position /= gl_Position.w;
gl_Position.z = frame_info.depth;
v_color = f16vec4(color);
v_texture_coords =
IPRemapCoords(texture_coords, frame_info.texture_sampler_y_coord_scale);
}