prosperon/source/shaders/gridvert.glsl
2023-02-13 14:30:35 +00:00

18 lines
292 B
GLSL

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