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#version 330 core
uniform uvec2 viewportSize;
uniform vec2 translation;
uniform mat4 rotationMat;
layout (location = 0) in vec2 pos;
layout (location = 1) in uvec4 color;
layout (location = 2) in vec2 tex_coord;
out VS_OUT {
vec4 color;
vec2 tex_coord;
} vs_out;
void main() {
float x = ((pos.x + translation.x) / viewportSize.x) * 2.0f - 1.0f;
float y = ((pos.y + translation.y) / viewportSize.y) * 2.0f - 1.0f;
gl_Position = vec4(x, -y, -1.0f, 1.0f);
vs_out.color = vec4(float(color.x) / 255.0f, float(color.y) / 255.0f, float(color.z) / 255.0f, float(color.w) / 255.0f);
vs_out.tex_coord = tex_coord;
}
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