RuntimeData/shader/DrawRect2D.vert
2020-07-08 15:43:51 +08:00

38 lines
681 B
GLSL

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