21 lines
500 B
GLSL
21 lines
500 B
GLSL
layout (location = 0) in float i_ground_id;
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layout (location = 1) in vec2 i_pos;
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layout (location = 2) in vec2 i_size;
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out float v_ground_id;
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out vec2 v_size;
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out vec2 v_uv;
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const vec2[] square_ = vec2[](
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vec2(-1., 1.), vec2(-1., -1.), vec2( 1., -1.),
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vec2(-1., 1.), vec2( 1., -1.), vec2( 1., 1.)
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);
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void main(void) {
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v_ground_id = i_ground_id;
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v_size = i_size;
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v_uv = square_[gl_VertexID];
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gl_Position = uni.proj * uni.cam * vec4(v_uv*i_size+i_pos, 0., 1.);
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}
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