forked from AuroraMiddleware/gtk
03ab560fae
Use appropriate names, and annotate the names with the types — 'u' for uniforms, 'a' for attributes. The common preambles for shaders are split from the bodies, so we need some way to distinguish the uniforms and the attributes just from their name.
7 lines
85 B
GLSL
7 lines
85 B
GLSL
uniform mat4 uMVP;
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attribute vec2 aPosition;
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attribute vec2 aUv;
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varying vec2 vUv;
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