/* * kmscon - Vertex Shader * * Copyright (c) 2011-2012 David Herrmann * Copyright (c) 2011 University of Tuebingen * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files * (the "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * Default Vertex Shader * This shader is a very basic vertex shader which forwards all data and * performs basic matrix multiplications. */ uniform mat4 projection; attribute vec2 position; attribute vec4 color; varying vec4 col; void main() { col = color; gl_Position = projection * vec4(position, 0.0, 1.0); }