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