#version 440 | |
layout(location = 0) in vec4 vCoord; | |
layout(location = 1) in vec2 tCoord; | |
layout(location = 0) out vec2 sampleCoord; | |
layout(std140, binding = 0) uniform buf { | |
mat4 matrix; | |
vec4 color; | |
vec2 textureScale; | |
float dpr; | |
} ubuf; | |
out gl_PerVertex { vec4 gl_Position; }; | |
void main() | |
{ | |
sampleCoord = tCoord * ubuf.textureScale; | |
vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr; | |
gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w); | |
} |