Files
MapLibreParticleLab/shaders/raster.vertex.glsl
mwilsnd 4828cc7a8b Upgrade OpenGL backend to ES 3.0 (#995)
Co-authored-by: Tadej Novak <tadej@tano.si>
2023-04-13 23:24:45 +02:00

22 lines
834 B
GLSL

uniform mat4 u_matrix;
uniform vec2 u_tl_parent;
uniform float u_scale_parent;
uniform float u_buffer_scale;
layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_texture_pos;
out vec2 v_pos0;
out vec2 v_pos1;
void main() {
gl_Position = u_matrix * vec4(a_pos, 0, 1);
// We are using Int16 for texture position coordinates to give us enough precision for
// fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
// as an arbitrarily high number to preserve adequate precision when rendering.
// This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
// so math for modifying either is consistent.
v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
}