plutoengine/engine-demo/basic-application/mods/tefek.plutospritesheet/default/shaders/VertexSpriteSheet.glsl

43 lines
1.4 KiB
GLSL
Executable File

/*
* MIT License
*
* Copyright (c) 2022 493msi
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#version 330 core
in vec2 position;
in vec2 uvCoords;
out vec2 uvCoordinates;
uniform mat4 projection;
uniform mat3x2 transformation;
uniform vec2 uvBase;
uniform vec2 uvDelta;
void main(void)
{
gl_Position = projection * vec4(transformation * vec3(position.x, position.y, 1.0), 0.0, 1.0);
uvCoordinates = uvBase + uvCoords * uvDelta;
}