34 lines
		
	
	
		
			902 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			902 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 430 core
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| layout (location = 0) in vec3 aPos;
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| layout (location = 4) in vec2 aTexCoords;
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| 
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| out vec2 TexCoords;
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| 
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| uniform vec3 mPosition;
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| uniform vec3 mDimension;
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| uniform vec3 tPosition;
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| uniform vec3 tDimension;
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| 
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| void main(){
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| 
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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 + (1 - mDimension.y) - mPosition.y) * 2 - 1
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| 
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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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|     vec2 finalTex = vec2(
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|         aTexCoords.x * tDimension.x + tPosition.x,
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|         aTexCoords.y * tDimension.y + tPosition.y
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|     );
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|     // vec2 finalTex = aTexCoords;
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|     // vec2 finalTex = vec2(
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|     //     aTexCoords.x + 0.7,
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|     //     aTexCoords.y
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|     // );
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|     TexCoords = finalTex;
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| }
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