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shaders/simple.vert (481B)
   1 #version 330 core
   2 
   3 uniform vec2 resolution;
   4 uniform float time;
   5 uniform float camera_scale;
   6 uniform vec2 camera_pos;
   7 
   8 layout(location = 0) in vec2 position;
   9 layout(location = 1) in vec4 color;
  10 layout(location = 2) in vec2 uv;
  11 
  12 out vec4 out_color;
  13 out vec2 out_uv;
  14 
  15 vec2 camera_project(vec2 point)
  16 {
  17     return 2.0 * (point - camera_pos) * camera_scale / resolution;
  18 }
  19 
  20 void main() {
  21     gl_Position = vec4(camera_project(position), 0, 1);
  22     out_color = color;
  23     out_uv = uv;
  24 }