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mcaselector-lite/res/sh.vert.glsl

26 lines
1.3 KiB
GLSL

// Copyright (c) 2025 Quinn
// Licensed under the MIT Licence. See LICENSE for details
#version 330 core
layout(location = 0) in ivec4 rect; // rectangle data
uniform ivec2 screen; // current screen dimensions
/* this vertex shader takes in unsigned integers formatted as (x,y,w,h), which denote rectangles
* the shader is responsible to output the data for this rectangle in the same format,
* but transformed to match the OpenGL coördinate space.
* I found the formula `(x-0.5*l)/0.5*l` to work well for scaling an axis to fit within the -1—1 coördinate space.
* And for transforming width/height, you just divide by the length of the corresponding axis.
* I demonstrate this here: https://www.desmos.com/calculator/ptwuyiv6bh */
void main() {
// divide the screen x and y coördinates by 2
// using bit shift because I don't trust the compiler optimiser since I've got less control.
int w_2 = screen.x >> 1;
int h_2 = screen.y >> 1;
gl_Position = vec4(
(rect.x - w_2) / float(w_2), // scale the rect X point
(screen.y - rect.y - h_2) / float(h_2), // scale the rect Y point and invert the axis for top left alignment
rect.z / float(w_2), // scale the rect width
rect.w / float(h_2)); // scale the rect height
}