16 lines
372 B
GLSL
16 lines
372 B
GLSL
uniform mat4 u_matrix;
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uniform vec2 u_dimension;
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layout (location = 0) in vec2 a_pos;
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layout (location = 1) in vec2 a_texture_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, 0, 1);
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highp vec2 epsilon = 1.0 / u_dimension;
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float scale = (u_dimension.x - 2.0) / u_dimension.x;
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v_pos = (a_texture_pos / 8192.0) * scale + epsilon;
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}
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