Renderer/assets/Shaders/ui/debug/windowBorder/windowBound.vs

20 lines
535 B
GLSL

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 4) in vec2 aTexCoords;
out vec2 texCoord;
uniform vec3 mPosition;
uniform vec3 mDimension;
void main(){
//0,0
vec2 finalPos = vec2(
((((aPos.x + 1)/2) * mDimension.x + mPosition.x) * 2 - 1),
((((aPos.y + 1)/2) * mDimension.y + (1 - 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);
texCoord = aTexCoords;
}