Renderer/assets/Shaders/font/bitmapchar/bitmapchar.vs
2021-11-06 23:35:03 -04:00

31 lines
962 B
GLSL

#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 4) in vec2 aTexCoords;
out vec2 TexCoords;
uniform vec3 mPosition;
uniform vec3 mDimension;
uniform vec3 tPosition;
uniform vec3 tDimension;
void main(){
vec2 finalPos = vec2(
((aPos.x + 1)/2 * mDimension.x + mPosition.x) * 2 - 1,
((((aPos.y + 1)/2) * mDimension.y + mPosition.y) * 2 - 1)
// (aPos.y * mDimension.y + mPosition.y)
// -((((aPos.y + 1)/2) * mDimension.y + mPosition.y) * 2 - 1)
// aPos.y * mDimension.y + (mPosition.y) + (1 - mDimension.y)
);
gl_Position = vec4(finalPos.x, finalPos.y, 0.0, 1.0);
vec2 finalTex = vec2(
aTexCoords.x * tDimension.x + tPosition.x,
(1-aTexCoords.y) * tDimension.y + tPosition.y
);
TexCoords = finalTex;
}