vert.glsl (474B)


      1 #version 330 core
      2 
      3 layout (location = 0) in vec2 aPos;
      4 layout (location = 1) in vec2 aTex;
      5 
      6 out vec2 TexCoords;
      7 
      8 uniform vec2 scale;
      9 // xoffset, yoffset, heightscale, totalscale
     10 uniform vec4 trans; 
     11 uniform vec2 camera;
     12 
     13 void main()
     14 {
     15     gl_Position = vec4((aPos.x * trans.w + trans.x - camera.x) / scale.x,
     16                        (aPos.y * trans.z * trans.w + trans.y - camera.y) / scale.y,
     17                        0.0,
     18                        1.0);
     19     TexCoords = aTex;
     20 }