prosperon/source/shaders/gridvert.glsl

22 lines
347 B
GLSL

#version 330
layout (location = 0) in vec2 pos;
out vec2 apos;
layout (std140) uniform Projection {
mat4 projection;
};
uniform vec2 offset;
void main()
{
// vec4 ipos = inverse(projection) * vec4(pos, 0.f, 1.f);
apos = pos * vec2(600, 360);
apos += offset;
// apos = pos + offset;
gl_Position = vec4(pos, 0.f, 1.f);
}