#version 440 | |
layout(location = 0) in vec4 v; | |
layout(location = 0) out vec2 pos; | |
layout(std140, binding = 0) uniform buf { | |
mat4 matrix; | |
mat4 rotation; | |
vec4 color; | |
float pattern; | |
int projection; | |
} ubuf; | |
out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; | |
void main() | |
{ | |
vec4 p = ubuf.matrix * v; | |
if (ubuf.projection != 0) { | |
vec4 proj = ubuf.rotation * p; | |
gl_Position = vec4(proj.x, proj.y, 0, proj.z); | |
} else { | |
gl_Position = p; | |
} | |
pos = v.xy * 1.37; | |
gl_PointSize = 1.0; | |
} |