1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
|
in vec2 position;
in vec2 texcoord;
uniform vec2 texOffsetXY;
uniform vec2 texSizeWH;
uniform vec2 verOffsetXY;
uniform vec2 verSizeWH;
uniform UBOOL flipY;
out vec2 Texcoord;
void main() {
Texcoord = texOffsetXY + texcoord * texSizeWH;
// Coordinates are [0.0;1.0], transform to [-1.0; 1.0]
vec2 pos = verOffsetXY + position * verSizeWH;
pos.x = pos.x * 2.0 - 1.0;
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
if (UBOOL_TEST(flipY)) {
pos.y *= -1.0;
}
gl_Position = vec4(pos, 0.0, 1.0);
}
|