sdf-2d/src/graphics/rendering/shaders/distance-vs.glsl

15 lines
353 B
GLSL

#version 300 es
precision highp float;
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
in vec4 vertexPosition;
out vec2 position;
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
position = vertexPosition2D.xy * squareToAspectRatio;
}