#version 330 // DirectWrite rasterization example: vertex shader // This file is only included for reference, GLSL code is stuffed into the rasterizer inline. uniform mat3 pixel_to_normal; in vec2 position; in vec3 tex_position; smooth out vec3 uv; void main(){ gl_Position.xy = (pixel_to_normal*vec3(position, 1.f)).xy; gl_Position.z = 0.f; gl_Position.w = 1.f; uv = tex_position; }