shader/sprite_vtx.glsl

Thu, 21 Mar 2024 23:00:39 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 23:00:39 +0100
changeset 42
cc912686f663
parent 41
df81d493716e
permissions
-rw-r--r--

increase maximum possible number of 2D layers

universe@15 1 #version 400 core
universe@15 2
universe@16 3 layout(location = 0) in vec2 position;
universe@15 4 out vec2 texcoord;
universe@15 5
universe@15 6 uniform mat4 projection;
universe@15 7 uniform mat4 model;
universe@41 8 uniform float depth;
universe@15 9
universe@15 10 void main(void) {
universe@41 11 vec4 pos = projection*model*vec4(position.x, position.y, 0, 1.0);
universe@41 12 // apply depth
universe@42 13 pos.z = depth / -1024.0;
universe@41 14 gl_Position = pos;
universe@16 15 texcoord = vec2(model[0].x, model[1].y)*position;
universe@15 16 }

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