shader/sprite_vtx.glsl

Sat, 10 May 2025 18:51:45 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 10 May 2025 18:51:45 +0200
changeset 115
e5f8c99b0987
parent 102
0d94fd280c6e
permissions
-rw-r--r--

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;
}

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