kaliber/assets/engine/pass_through.glsl_vertex

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2020-04-13 11:24:53 +00:00
attribute vec2 in_position;
attribute vec2 in_tex_coord_0;
uniform vec2 scale;
uniform vec2 offset;
uniform vec2 rotation;
uniform vec2 tex_offset;
uniform vec2 tex_scale;
uniform mat4 projection;
varying vec2 tex_coord_0;
void main() {
// Simple 2d transform.
vec2 position = in_position;
position *= scale;
position = vec2(position.x * rotation.y + position.y * rotation.x,
position.y * rotation.y - position.x * rotation.x);
position += offset;
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tex_coord_0 = (in_tex_coord_0 + tex_offset) * tex_scale;
gl_Position = projection * vec4(position, 0.0, 1.0);
}