24 lines
432 B
GLSL
24 lines
432 B
GLSL
#version 130
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/* Viewport width and height */
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uniform ivec2 viewport_size;
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/* Position offset */
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uniform ivec2 position;
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/* Vertex coordinates: x, y */
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in vec2 coords;
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/**
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* Map coordinates such that:
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* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
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*/
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vec2 map_to_screen(vec2 position)
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{
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return 2.0 * position / viewport_size - 1.0;
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}
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void main(void)
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{
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gl_Position = vec4(map_to_screen(vec2(position) + coords), 0, 1);
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}
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