forked from AuroraMiddleware/gtk
5c7838e168
Make sure all uniform names have to match between the shader names and the _location integers we save in every Program struct.
8 lines
101 B
GLSL
8 lines
101 B
GLSL
uniform mat4 u_projection;
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uniform mat4 u_modelview;
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in vec2 aPosition;
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in vec2 aUv;
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out vec2 vUv;
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