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buffer/shaders/2DText.vert
T
2026-07-11 16:44:48 -04:00

14 lines
286 B
GLSL

#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform vec2 screenSize;
void main()
{
vec2 ndc = (vertex.xy / screenSize) * 2.0 - 1.0;
ndc.y = -ndc.y;
gl_Position = vec4(ndc, 0.0, 1.0);
TexCoords = vertex.zw;
}