#version 410 /* Viewport width and height */ uniform ivec2 viewport_size; /* Position of lower left corner of rectangle */ uniform ivec2 position; /* Size of the rectangle */ uniform ivec2 size; /* Vertex coordinates: x, y (0 or 1) */ layout(location = 0) in ivec2 coords; /** * Map coordinates such that: * (0 .. viewport_size.[xy]) => (-1.0 .. 1.0) */ vec2 map_to_screen(vec2 position) { return 2.0 * position / viewport_size - 1.0; } void main(void) { gl_Position = vec4(map_to_screen(vec2(position + coords * size)), 0, 1); }