Renderer/assets/Shaders/plane/plane.vs
2021-10-23 10:10:16 -04:00

30 lines
798 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 * mDimension.x - (1 - mDimension.x) + mPosition.x,
aPos.y * mDimension.y + (1 - mDimension.y) - mPosition.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;
}