Renderer/assets/Shaders/plane/plane.vs
2021-10-23 22:45:27 -04:00

31 lines
891 B
GLSL

#version 330 core
layout (location = 0) in vec3 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,
((1-(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,
// aTexCoords.y * tDimension.y + tPosition.y
// );
vec2 finalTex = aTexCoords;
// vec2 finalTex = vec2(
// aTexCoords.x + 0.7,
// aTexCoords.y
// );
TexCoords = finalTex;
}