OpenRCT2/data/shaders/drawline.vert

31 lines
470 B
GLSL

#version 150
uniform ivec2 uScreenSize;
uniform ivec4 uBounds;
in uint vIndex;
out vec2 fPosition;
void main()
{
vec2 pos;
if (vIndex == 0u)
{
pos = uBounds.xy;
}
else
{
pos = uBounds.zw;
}
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);
}