/* * MIT License * * Copyright (c) 2026 Mark Allyn * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ /* * 02_text_description_vert.glsl * Author: Mark Allyn * Component: 02_text_description * * Vertex shader for FreeType glyph quad rendering. * Each vertex carries both its screen position and its texture coordinate * packed into a single vec4 to minimise attribute slots. */ #version 430 core layout (location = 0) in vec4 vertex; // xy = screen position (pixels), zw = texture coords out vec2 tex_coords; uniform mat4 projection; // orthographic: maps pixel space to NDC for current viewport void main() { gl_Position = projection * vec4(vertex.xy, 0.0, 1.0); tex_coords = vertex.zw; }