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