Tue, 16 Apr 2024 22:06:17 +0200
left and right are to distinguish...
#version 400 core layout(location = 0) in vec2 position; out vec2 texcoord; uniform mat4 projection; uniform mat4 model; uniform float depth; void main(void) { vec4 pos = projection*model*vec4(position.x, position.y, 0, 1.0); // apply depth pos.z = depth / -1024.0; gl_Position = pos; texcoord = vec2(model[0].x, model[1].y)*position; }