16 lines
385 B
GLSL
16 lines
385 B
GLSL
#version 300 es
|
|
|
|
precision mediump float;
|
|
|
|
uniform mat3 modelTransform;
|
|
uniform mat3 uvToWorld;
|
|
uniform mat3 ndcToUv;
|
|
|
|
in vec4 vertexPosition;
|
|
out vec2 worldCoordinates;
|
|
|
|
void main() {
|
|
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
|
|
worldCoordinates = (vertexPosition2D * ndcToUv * uvToWorld).xy;
|
|
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
|
|
}
|