2 |
2 |
3 layout(location = 0) in vec2 position; |
3 layout(location = 0) in vec2 position; |
4 out vec2 texcoord; |
4 out vec2 texcoord; |
5 |
5 |
6 uniform mat4 projection; |
6 uniform mat4 projection; |
|
7 uniform mat4 view; |
7 uniform mat4 model; |
8 uniform mat4 model; |
8 uniform float depth; |
9 uniform float depth; |
9 |
10 |
10 void main(void) { |
11 void main(void) { |
11 vec4 pos = projection*model*vec4(position.x, position.y, 0, 1.0); |
12 vec4 pos = projection*view*model*vec4(position.x, position.y, 0, 1.0); |
12 // apply depth |
13 // apply depth |
13 pos.z = depth / -1024.0; |
14 pos.z = depth / -1024.0; |
14 gl_Position = pos; |
15 gl_Position = pos; |
15 texcoord = vec2(model[0].x, model[1].y)*position; |
16 texcoord = vec2(model[0].x, model[1].y)*position; |
16 } |
17 } |