blob: 5431ff21e5d1a93aada50b91013a6033393f364b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
|
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in vec2 UvCoordinates;
layout (location = 7) in vec4 Texture;
layout (location = 8) in mat4 model;
layout (location = 12) in vec3 color;
layout (location = 13) in vec2 light;
out VS_OUT {
vec2 UvPosition;
vec2 Texture;
vec3 Color;
vec2 Light;
} vs_out;
//uniform mat4 view;
//uniform mat4 projection;
uniform mat4 projView;
vec2 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords) {
float x = TextureAtlasCoords.x;
float y = TextureAtlasCoords.y;
float w = TextureAtlasCoords.z;
float h = TextureAtlasCoords.w;
vec2 A = vec2(x, 1 - y - h);
vec2 B = vec2(x + w, 1 - y);
return A + UvCoords * (B - A);
}
void main()
{
vec4 sourcePosition = vec4(position,1.0f);
gl_Position = projView * model * sourcePosition;
vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
vs_out.Texture = TransformTextureCoord(Texture,UvCoordinates);
vs_out.Color = color;
vs_out.Light = light;
}
|