OpenRCT2/data/shaders/fillrect.vert

21 lines
361 B
GLSL

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