33 lines
563 B
GLSL
33 lines
563 B
GLSL
#version 450 core
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layout(location = 0) in vec4 Vertex;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 canvas_resolution;
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vec2 viewport_resolution;
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}world;
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void main()
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{
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vec4 lt=vec4(Vertex.xy,vec2(0,1));
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vec4 rb=vec4(Vertex.zw,vec2(0,1));
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vec4 lt_fin=lt*world.ortho;
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vec4 rb_fin=rb*world.ortho;
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gl_Position=vec4(lt_fin.xy,rb_fin.xy);
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}
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