2024-08-12 15:10:31 +00:00
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//version 330 core
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2023-11-26 15:27:33 +00:00
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoord;
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uniform float u_window_width;
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uniform float u_window_height;
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out vec2 uv;
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void main() {
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// float x = float(((uint(gl_VertexID) + 2u) / 3u)%2u);
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// float y = float(((uint(gl_VertexID) + 1u) / 3u)%2u);
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float px = (aPos.x / u_window_width) * 2.0 - 1.0;
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float py = 1.0 - (aPos.y / u_window_height) * 2.0;
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gl_Position = vec4(px, py, 0.0, 1.0);
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// gl_Position = vec4(-1.0 + x*2.0, 0.0-(-1.0+y*2.0), 0.0, 1.0); // normal(0+),flipped(0-)
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// uv = vec2(x, y); // normal(y),flipped(1.0-y)
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uv = aTexCoord; // normal(y),flipped(1.0-y)
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}
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