#version 450 core #pragma include ./shared.glsl #pragma include ../misc/camera.glsl layout (location = 0) in vec2 inPosMin; layout (location = 1) in vec2 inPosMax; layout (location = 2) in vec2 inTexMin; layout (location = 3) in vec2 inTexMax; layout (location = 4) in vec4 inColor; layout (location = 2) uniform vec2 uOffset; out VertexData vertexData; void main() { mat4 ortho = mat4( vec4(2.0 / uCamera.size.x, 0.0, 0.0, 0.0), vec4(0.0, -2.0 / uCamera.size.y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(-1.0, 1.0, 1.0, 1.0) ); vertexData.posMin = (ortho * vec4(inPosMin + uOffset, 0.0, 1.0)).xy; vertexData.posMax = (ortho * vec4(inPosMax + uOffset, 0.0, 1.0)).xy; vertexData.texMin = inTexMin; vertexData.texMax = inTexMax; vertexData.color = inColor; }