30 lines
798 B
GLSL
30 lines
798 B
GLSL
#version 330 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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out vec2 TexCoords;
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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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void main(){
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vec2 finalPos = vec2(
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aPos.x * mDimension.x - (1 - mDimension.x) + mPosition.x,
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aPos.y * mDimension.y + (1 - mDimension.y) - mPosition.y
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);
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gl_Position = vec4(finalPos.x, finalPos.y, 0.0, 1.0);
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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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