shader/sprite_vtx.glsl@0009b982bc7d
shader/sprite_vtx.glsl
Wed, 02 Jul 2025 23:21:17 +0200
- author
- Mike Becker <universe@uap-core.de>
- date
- Wed, 02 Jul 2025 23:21:17 +0200
- changeset 174
- 0009b982bc7d
- parent 137
-
f8e6e0ae61a8
- permissions
- -rw-r--r--
resolve TODOs regarding input.h
a) mouse position must be integer, because it can be negative (though rarely)
b) we should not trade "access complexity" for space in the scancodes array
layout(location = 0) in vec2 in_pos;
layout(location = 1) in vec2 in_uv;
out vec2 uvcoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main(void) {
vec4 pos = projection*view*model*vec4(in_pos.xy, 0.0, 1.0);
gl_Position = pos;
uvcoord = in_uv;
}