22 lines
No EOL
590 B
GLSL
22 lines
No EOL
590 B
GLSL
#version 330 core
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layout(location = 0) in vec2 point;
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uniform vec4 Viewport;
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void main() {
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vec2 transformedPoint = point;
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transformedPoint.x = transformedPoint.x - Viewport.x;
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transformedPoint.y = transformedPoint.y - Viewport.y;
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transformedPoint.x = transformedPoint.x / Viewport.z;
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transformedPoint.y = transformedPoint.y / Viewport.w;
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transformedPoint.y = -transformedPoint.y;
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transformedPoint.y = transformedPoint.y * 2;
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transformedPoint.x = transformedPoint.x * 2;
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gl_Position = vec4(transformedPoint.x - 1, transformedPoint.y + 1, 1.0, 1.0);
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} |