hexnando/shaders/vertex.glsl
2023-04-30 17:18:15 +02:00

20 lines
545 B
GLSL

#version 330 core
layout (location = 0) in vec3 pos;
uniform vec4 uniform_color;
uniform mat4 camera;
uniform vec2 window_size;
out vec4 vertex_color;
const mat4 to_draw_coordinates_matrix = mat4(
1., 0., 0., 0.,
0., -1., 0., 0.,
0., 0., 1., 0.,
-1, 1, 0, 1);
void main()
{
float aspect_ratio = window_size.x / window_size.y;
mat4 scaling_matrix = mat4(1.0);
scaling_matrix[1][1] = aspect_ratio;
gl_Position = camera*scaling_matrix*to_draw_coordinates_matrix*vec4(pos, 1.0f);
vertex_color = uniform_color;
}