3 layout(location = 0) in vec2 position; |
3 layout(location = 0) in vec2 position; |
4 out vec2 texcoord; |
4 out vec2 texcoord; |
5 |
5 |
6 uniform mat4 projection; |
6 uniform mat4 projection; |
7 uniform mat4 model; |
7 uniform mat4 model; |
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8 uniform float depth; |
8 |
9 |
9 void main(void) { |
10 void main(void) { |
10 gl_Position = projection*model*vec4(position, 0.0, 1.0); |
11 vec4 pos = projection*model*vec4(position.x, position.y, 0, 1.0); |
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12 // apply depth |
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13 pos.z = depth / -256.0; |
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14 gl_Position = pos; |
11 texcoord = vec2(model[0].x, model[1].y)*position; |
15 texcoord = vec2(model[0].x, model[1].y)*position; |
12 } |
16 } |