pathfinder/shaders/tile_solid.vs.glsl

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#version 330
// pathfinder/shaders/tile_solid.vs.glsl
//
2019-01-15 14:42:25 -05:00
// Copyright © 2019 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
precision highp float;
uniform mat4 uTransform;
uniform vec2 uTileSize;
in uvec2 aTessCoord;
in ivec2 aTileOrigin;
in vec2 aColorTexCoord;
out vec2 vColorTexCoord;
void main() {
vec2 position = vec2(aTileOrigin + ivec2(aTessCoord)) * uTileSize;
vColorTexCoord = aColorTexCoord;
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}