shader/sprite_vtx.glsl

Thu, 21 Mar 2024 23:01:09 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 23:01:09 +0100
changeset 43
5a8c31904e44
parent 42
cc912686f663
permissions
-rw-r--r--

fix iteration order when drawing nodes

#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;
}

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