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 }