forked from AuroraMiddleware/gtk
0fbf638999
For the root node we do not need to use blending, as it does not have any backdrop to blend into. We can use a simpler 'blit' program that only takes the content of the source and fills the texture quad with it.
7 lines
120 B
GLSL
7 lines
120 B
GLSL
void main() {
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gl_Position = mvp * vec4(position, 0.0, 1.0);
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// Flip the sampling
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vUv = vec2(uv.x, 1.0 - uv.y);
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}
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