OpenRCT2/data/shaders/fillrect.vert

37 lines
607 B
GLSL

#version 150
uniform ivec2 uScreenSize;
uniform ivec4 uBounds;
in uint vIndex;
out vec2 fPosition;
void main()
{
vec2 pos;
switch (vIndex) {
case 0u:
pos = uBounds.xy;
break;
case 1u:
pos = uBounds.zy;
break;
case 2u:
pos = uBounds.xw;
break;
case 3u:
pos = uBounds.zw;
break;
}
fPosition = pos;
// Transform screen coordinates to viewport
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);
}