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in vec2 position;
in vec2 texcoord;
uniform vec2 verOffsetXY;
uniform vec2 verSizeWH;
uniform vec2 viewport;
uniform UBOOL snapToGrid;
out vec2 Texcoord;
void main() {
Texcoord = texcoord;
// Coordinates are [0.0; 1.0], transform to [-1.0; 1.0]
vec2 pos = verOffsetXY + position * verSizeWH;
if (UBOOL_TEST(snapToGrid)) {
// Align vertex coordinates to the native pixel grid
// This ensures text does not get garbled by nearest neighbors scaling
pos.x = floor(pos.x * viewport.x + 0.5) / viewport.x;
pos.y = floor(pos.y * viewport.y + 0.5) / viewport.y;
}
pos.x = pos.x * 2.0 - 1.0;
pos.y = -1.0 * (pos.y * 2.0 - 1.0);
gl_Position = vec4(pos, 0.0, 1.0);
}
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