#version 330 core #define FONT_WIDTH 128 #define FONT_HEIGHT 64 #define FONT_COLS 18 #define FONT_ROWS 7 #define FONT_CH_W (FONT_WIDTH / FONT_COLS) #define FONT_CH_H (FONT_HEIGHT / FONT_ROWS) uniform vec2 resolution; uniform float time; uniform vec2 camera; layout(location = 0) in vec2 pos; layout(location = 1) in vec2 size; layout(location = 2) in vec2 uv_pos; layout(location = 3) in vec2 uv_size; layout(location = 4) in vec4 fg_color; layout(location = 5) in vec4 bg_color; out vec2 uv; out vec2 glyph_uv_pos; out vec2 glyph_uv_size; out vec4 glyph_fg_color; out vec4 glyph_bg_color; vec2 project_point(vec2 point) { return (2.0 * (point - camera)) / resolution; } void main() { uv = vec2(float(gl_VertexID & 1), float((gl_VertexID >> 1) & 1)); gl_Position = vec4(project_point(uv * size + pos), 0.0, 1.0); glyph_uv_pos = uv_pos; glyph_uv_size = uv_size; glyph_fg_color = fg_color; glyph_bg_color = bg_color; }