shader/sprite_vtx.glsl

Thu, 01 May 2025 15:26:01 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 01 May 2025 15:26:01 +0200
changeset 102
0d94fd280c6e
parent 88
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permissions
-rw-r--r--

remove separate depth attribute and use the z-coordinate instead

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1 #version 400 core
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2
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3 layout(location = 0) in vec2 position;
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4 out vec2 texcoord;
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5 out vec2 uvcoord;
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7 uniform mat4 projection;
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8 uniform mat4 view;
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9 uniform mat4 model;
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10
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11 void main(void) {
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12 vec4 pos = projection*view*model*vec4(position.xy, 0.0, 1.0);
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13 gl_Position = pos;
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14 uvcoord = position;
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15 texcoord = vec2(model[0].x, model[1].y)*position;
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16 }

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