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matrix/shaders/glsl/rainPass.vert.glsl
2023-08-22 11:46:29 -07:00

16 lines
410 B
GLSL

#define PI 3.14159265359
precision lowp float;
attribute vec2 aPosition, aCorner;
uniform float glyphVerticalSpacing;
uniform vec2 screenSize;
uniform float time, animationSpeed;
varying vec2 vUV;
void main() {
vUV = aPosition + aCorner;
vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner);
vec4 pos = vec4((position - 0.5) * 2.0, 0.0, 1.0);
pos.xy *= screenSize;
gl_Position = pos;
}