16 lines
		
	
	
		
			425 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			16 lines
		
	
	
		
			425 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 core
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| layout (location = 0) in vec3 aPos;
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| 
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| uniform vec3 mPosition;
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| uniform vec3 mDimension;
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| 
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| void main(){
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|     //0,0
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|     vec2 finalPos = vec2(
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|         ((((aPos.x + 1)/2) * mDimension.x + mPosition.x) * 2 - 1),
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|         ((((aPos.y + 1)/2) * mDimension.y + mPosition.y) * 2 - 1)
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|         // aPos.y * mDimension.y + (mPosition.y) + (1 - mDimension.y)
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|     );
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|     gl_Position = vec4(finalPos.x, finalPos.y, 0.0, 1.0); 
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| }
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