25 lines
448 B
GLSL
25 lines
448 B
GLSL
#version 440
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layout( location = 0 ) in vec4 vertexCoord;
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layout( location = 0 ) out vec2 coord;
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layout( std140, binding = 0 ) uniform buf
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{
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mat4 matrix;
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vec2 centerCoord;
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float aspectRatio;
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float start;
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float span;
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float opacity;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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coord = vertexCoord.xy - ubuf.centerCoord;
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coord.y *= ubuf.aspectRatio;
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gl_Position = ubuf.matrix * vertexCoord;
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}
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