OpenRCT2/data/shaders/fillrect.vert

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GLSL
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#version 330
uniform ivec2 uScreenSize;
in ivec2 vPosition;
out vec2 fPosition;
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void main()
{
fPosition = vPosition;
// Transform screen coordinates to viewport
vec2 pos = vPosition;
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pos.x = (pos.x * (2.0 / uScreenSize.x)) - 1.0;
pos.y = (pos.y * (2.0 / uScreenSize.y)) - 1.0;
pos.y *= -1;
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gl_Position = vec4(pos, 0.0, 1.0);
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}