co-maps/libs/shaders/GL/texturing_gui.vsh.glsl

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2025-11-22 13:58:55 +01:00
layout (location = 0) in vec2 a_position;
layout (location = 1) in vec2 a_colorTexCoords;
layout (location = 0) out vec2 v_colorTexCoords;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
vec2 u_contrastGamma;
vec2 u_position;
float u_isOutlinePass;
float u_opacity;
float u_length;
};
void main()
{
gl_Position = vec4(a_position, 0, 1) * u_modelView * u_projection;
#ifdef VULKAN
gl_Position.y = -gl_Position.y;
gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
#endif
v_colorTexCoords = a_colorTexCoords;
}