11 lines
438 B
GLSL
11 lines
438 B
GLSL
void main(){
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// Output position of the vertex, in clip space
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// map [0..800][0..600] to [-1..1][-1..1]
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vec2 vertexPosition_homoneneousspace = vertexPosition_screenspace - vec2(400,300); // [0..800][0..600] -> [-400..400][-300..300]
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vertexPosition_homoneneousspace /= vec2(400,300);
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gl_Position = vec4(vertexPosition_homoneneousspace,0,1);
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// UV of the vertex. No special space for this one.
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UV = vertexUV;
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} |