Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
19 lines
494 B
GLSL
19 lines
494 B
GLSL
layout (location = 0) in vec2 a_pos;
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out vec2 v_uv;
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layout (std140) uniform DebugUBO {
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highp mat4 u_matrix;
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highp vec4 u_color;
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highp float u_overlay_scale;
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lowp float pad1;
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lowp float pad2;
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lowp float pad3;
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};
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void main() {
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// This vertex shader expects a EXTENT x EXTENT quad,
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// The UV co-ordinates for the overlay texture can be calculated using that knowledge
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v_uv = a_pos / 8192.0;
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gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1);
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}
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