2d map, physics, and vptree implementation for sv
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#version 150
uniform mat4 modelViewProjectionMatrix;
uniform float gridSize;
uniform vec2 resolution;
in vec2 texcoord;
in vec4 position;
out vec2 tex_c;
void main()
{
tex_c = texcoord;
//vec2 resolution = vec2(1280.0, 960.0);
// Transform the vertex position to clip space
vec4 clipPos = modelViewProjectionMatrix * position;
// Perform perspective division
vec3 ndcPos = clipPos.xyz / clipPos.w;
// Convert to screen space
vec2 screenPos = (ndcPos.xy + 1.0) * 0.5 * resolution;
// Snap to grid
screenPos = floor(screenPos / gridSize) * gridSize;
// Convert back to NDC space
ndcPos.xy = (screenPos / resolution) * 2.0 - 1.0;
// Reconstruct the clip space position
clipPos = vec4(ndcPos * clipPos.w, clipPos.w);
gl_Position = clipPos;
}