sdf-2d/src/graphics/rendering/shaders/shading-vs.glsl
2020-10-18 15:43:29 +02:00

25 lines
523 B
GLSL

#version 300 es
precision lowp float;
{macroDefinitions}
uniform mat3 modelTransform;
uniform vec2 squareToAspectRatio;
in vec4 vertexPosition;
out vec2 position;
out vec2 uvCoordinates;
void main() {
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
position = vertexPosition2D.xy * squareToAspectRatio;
uvCoordinates = (vertexPosition2D * mat3(
0.5, 0.0, 0.5,
0.0, 0.5, 0.5,
0.0, 0.0, 1.0
)).xy;
}