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#version 330 core
uniform vec4 transform;
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 UvCoordinates;
out vec2 uv;
vec2 TransfromWidgetCoord() {
vec2 origin = vec2((transform.x * 2.0f) - 1.0f, (0.5 - transform.y) * 2.0f);
float x = transform.x;
float y = transform.y;
float w = transform.z;
float h = transform.w;
vec2 A = vec2(x, 1 - y - h);
vec2 B = vec2(x + w, 1 - y);
vec2 ret = vec2(A + position.xy * (B - A));
return vec2(ret.x-1.0f,ret.y);
}
void main(){
uv = UvCoordinates;
gl_Position = vec4(TransfromWidgetCoord(),0,1);
}
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