Files
MapLibreParticleLab/shaders/drawable.hillshade_prepare.vertex.glsl
2023-12-07 08:21:24 -08:00

21 lines
509 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;
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;
}