shader/sprite_vtx.glsl

Mon, 21 Apr 2025 17:27:33 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 21 Apr 2025 17:27:33 +0200
changeset 89
e1f682a8a145
parent 88
6234b7ea48f3
child 102
0d94fd280c6e
permissions
-rw-r--r--

use refcounted objects for textures instead of pass-by-value int structs

#version 400 core

layout(location = 0) in vec2 position;
out vec2 texcoord;
out vec2 uvcoord;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform float depth;

void main(void) {
    vec4 pos = projection*view*model*vec4(position.x, position.y, 0, 1.0);
    // apply depth
    pos.z = depth / -1024.0;
    gl_Position = pos;
    uvcoord = position;
    texcoord = vec2(model[0].x, model[1].y)*position;
}

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