22 lines
379 B
Plaintext
22 lines
379 B
Plaintext
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#version 420 core
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out vec2 TexPos;
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 texPos;
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uniform vec2 camPos;
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uniform int zoom;
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float invLerp( float a, float b, float v ){
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return (v - a) / (b - a);
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}
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void main(){
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gl_Position = vec4(
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(aPos + vec2(camPos.x, -camPos.y) * 2) * (invLerp(-10, 10, zoom) * 2),
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0.0,
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1.0) ;
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TexPos = texPos;
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}
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