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It draws a quadrilateral with arbitrary vertex and texture coordinates. This is used to properly implement DrawGraph.DrawDeformedSpriteBilinear, and will be used to implement ChipmunkSpriteEngine. SP_SetSpriteTransformPos in a subsequent patch.
28 lines
953 B
GLSL
28 lines
953 B
GLSL
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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uniform mat4 world_transform;
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uniform mat4 view_transform;
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in vec4 vertex_pos;
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in vec2 vertex_uv;
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out vec2 tex_coord;
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void main() {
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gl_Position = view_transform * world_transform * vertex_pos;
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tex_coord = vertex_uv;
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}
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