ANGLE fails to compile shaders otherwise. Signed-off-by: Marc-André Lureau <marcandre.lureau@redhat.com> Reviewed-by: Daniel P. Berrangé <berrange@redhat.com>
		
			
				
	
	
		
			10 lines
		
	
	
		
			203 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			10 lines
		
	
	
		
			203 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 300 es
 | 
						|
 | 
						|
in vec2  in_position;
 | 
						|
out vec2 ex_tex_coord;
 | 
						|
 | 
						|
void main(void) {
 | 
						|
    gl_Position = vec4(in_position, 0.0, 1.0);
 | 
						|
    ex_tex_coord = vec2(1.0 + in_position.x, 1.0 - in_position.y) * 0.5;
 | 
						|
}
 |