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MapLibreParticleLab/shaders/drawable.hillshade_prepare.vertex.glsl
Alex Cristici f582327191 UBO consolidation (#3089)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-01-08 17:41:29 +02:00

24 lines
568 B
GLSL

layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_texture_pos;
layout (std140) uniform HillshadePrepareDrawableUBO {
highp mat4 u_matrix;
};
layout (std140) uniform HillshadePrepareTilePropsUBO {
highp vec4 u_unpack;
highp vec2 u_dimension;
highp float u_zoom;
highp float u_maxzoom;
};
out vec2 v_pos;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
highp vec2 epsilon = 1.0 / u_dimension;
float scale = (u_dimension.x - 2.0) / u_dimension.x;
v_pos = (a_texture_pos / 8192.0) * scale + epsilon;
}