zoomer/vshader.glsl

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