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28 lines
681 B
GLSL
28 lines
681 B
GLSL
#version 460
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layout(location = 0) in vec2 vertex_pos;
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layout(location = 0) out vec2 uv;
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layout(location = 1) flat out vec4 fColor;
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//in pixel
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uniform vec2 start;
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uniform vec2 size;
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uniform vec2 screen;
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uniform vec2 uvOffset;
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uniform vec2 uvDim;
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uniform int color;
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void main() {
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vec2(vertex_pos.x*size.x, size.y - vertex_pos.y*size.y))/screen;
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vec2 position = vec2(position_percentage.x, -position_percentage.y)*2+vec2(-1, 1);
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gl_Position = vec4(position, 0, 1);
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fColor = vec4((color & 0xff0000)>>16, (color & 0xff00)>>8, color & 0xff, (color>>24) & 255)/255.0;
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uv = uvOffset + vertex_pos*uvDim;
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}
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