Sat, 10 May 2025 18:51:45 +0200
refactor rendering 1/3 - create new mesh structs
#version 400 core layout(location = 0) in vec2 in_pos; layout(location = 1) in vec2 in_uv; out vec2 texcoord; 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; // TODO: we don't need that in the future texcoord = vec2(model[0].x, model[1].y)*in_pos; }