#version 150 core | |
in vec4 vCoord; | |
in vec2 tCoord; | |
out vec2 sampleCoord; | |
uniform mat4 matrix; | |
uniform vec2 textureScale; | |
uniform float dpr; | |
void main() | |
{ | |
sampleCoord = tCoord * textureScale; | |
vec3 dprSnapPos = floor(vCoord.xyz * dpr + 0.5) / dpr; | |
gl_Position = matrix * vec4(dprSnapPos, vCoord.w); | |
} |