34 lines
915 B
GLSL
34 lines
915 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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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 + (1 - mDimension.y) - mPosition.y) * 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) + (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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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 + vec2(0,-1);
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}
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