// Pass 2 vertex shader
//
// Generate texture coordinates from raw vertex position.The vertex
// position is in [-1,1]x[-1,1] and is mapped to [0,1]x[0,1].
#version 300 es
layout (location = 0) in mediump vec3 vertPosition;
out mediump vec2 texCoords;
void main()
{
gl_Position = vec4( vertPosition, 1.0 );
// Calculate the texture coordinates at this vertex.X and Y vertex
// coordinates are in the range [-1,1] in the window.You have to
// map this to the range [0,1] of texture coordinates.
texCoords = vec2( 0.0, 0.0 ); // YOUR CODE HERE
}
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