implement vertex coordinate mapping in text.v.glsl
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@ -1,9 +1,16 @@
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uniform vec2 screen_size;
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uniform vec2 position;
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attribute vec4 coords;
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varying vec2 texture_coord_v;
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void main(void)
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{
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gl_Position = vec4(coords.xy, 0, 1);
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// Map coordinates such that:
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// (-0.5 .. screen_size.x-0.5) => (-1.0 .. 1.0)
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gl_Position = vec4(2.0 * (position.x + coords.x + 0.5) / screen_size.x - 1.0,
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2.0 * (position.y + coords.y + 0.5) / screen_size.y - 1.0,
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0, 1);
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texture_coord_v = coords.zw;
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}
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