31 lines
962 B
GLSL
31 lines
962 B
GLSL
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#version 330 core
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layout (location = 0) in vec2 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 + 1)/2 * mDimension.x + mPosition.x) * 2 - 1,
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((((aPos.y + 1)/2) * mDimension.y + mPosition.y) * 2 - 1)
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// (aPos.y * mDimension.y + mPosition.y)
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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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vec2 finalTex = vec2(
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aTexCoords.x * tDimension.x + tPosition.x,
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(1-aTexCoords.y) * tDimension.y + tPosition.y
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);
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TexCoords = finalTex;
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} |