__ __ __ __ _____ _ _ _____ _ _ _ | \/ | \ \ / / | __ \ (_) | | / ____| | | | | | \ / |_ __\ V / | |__) | __ ___ ____ _| |_ ___ | (___ | |__ ___| | | | |\/| | '__|> < | ___/ '__| \ \ / / _` | __/ _ \ \___ \| '_ \ / _ \ | | | | | | |_ / . \ | | | | | |\ V / (_| | || __/ ____) | | | | __/ | | |_| |_|_(_)_/ \_\ |_| |_| |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1 if you need WebShell for Seo everyday contact me on Telegram Telegram Address : @jackleetFor_More_Tools:
#version 300 es
precision highp float;
in vec2 position;
in vec2 texcoord;
out vec2 tc;
// Will be overridden by compile_glsl_program() if needed.
// (It cannot just be prepended, as #version must be before everything.)
#define FLIP_ORIGIN 0
void main()
{
// The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
//
// 2.000 0.000 0.000 -1.000
// 0.000 2.000 0.000 -1.000
// 0.000 0.000 -2.000 -1.000
// 0.000 0.000 0.000 1.000
gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
tc = texcoord;
#if FLIP_ORIGIN
tc.y = 1.0f - tc.y;
#endif
}