simple.vert 481 B

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  1. #version 330 core
  2. uniform vec2 resolution;
  3. uniform float time;
  4. uniform float camera_scale;
  5. uniform vec2 camera_pos;
  6. layout(location = 0) in vec2 position;
  7. layout(location = 1) in vec4 color;
  8. layout(location = 2) in vec2 uv;
  9. out vec4 out_color;
  10. out vec2 out_uv;
  11. vec2 camera_project(vec2 point)
  12. {
  13. return 2.0 * (point - camera_pos) * camera_scale / resolution;
  14. }
  15. void main() {
  16. gl_Position = vec4(camera_project(position), 0, 1);
  17. out_color = color;
  18. out_uv = uv;
  19. }