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MapLibreParticleLab/shaders/debug.vertex.glsl
Alex Cristici a650df219d Clean legacy code (#3469)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-05-15 22:53:09 +03:00

19 lines
494 B
GLSL

layout (location = 0) in vec2 a_pos;
out vec2 v_uv;
layout (std140) uniform DebugUBO {
highp mat4 u_matrix;
highp vec4 u_color;
highp float u_overlay_scale;
lowp float pad1;
lowp float pad2;
lowp float pad3;
};
void main() {
// This vertex shader expects a EXTENT x EXTENT quad,
// The UV co-ordinates for the overlay texture can be calculated using that knowledge
v_uv = a_pos / 8192.0;
gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1);
}