#include "FFGLSource.h" namespace ffglqs { Source::Source( bool supportTopLeftTextureOrientation ) : Plugin( supportTopLeftTextureOrientation ) { SetMinInputs( 0 ); SetMaxInputs( 0 ); fragmentShaderCodeStart += R"( in vec2 i_uv; )"; vertexShaderCode = R"( #version 410 core layout( location = 0 ) in vec4 vPosition; layout( location = 1 ) in vec2 vUV; out vec2 i_uv; void main() { gl_Position = vPosition; i_uv = vUV; } )"; } Source::~Source() { } }//End namespace ffglqs