12 lines
226 B
GLSL
12 lines
226 B
GLSL
uniform mat4 u_matrix;
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uniform vec2 u_world;
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layout (location = 0) in vec2 a_pos;
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out vec2 v_pos;
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void main() {
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gl_Position = u_matrix * vec4(a_pos * u_world, 0, 1);
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v_pos.x = a_pos.x;
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v_pos.y = 1.0 - a_pos.y;
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}
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