Thu, 21 Mar 2024 20:34:33 +0100
minor improvements
#version 400 core layout(location = 0) in vec2 position; out vec2 texcoord; uniform mat4 projection; uniform mat4 model; void main(void) { gl_Position = projection*model*vec4(position, 0.0, 1.0); texcoord = vec2(model[0].x, model[1].y)*position; }