Files
modular-radar/shaders/02_text_description_vert.glsl
2026-06-17 10:35:08 -07:00

47 lines
1.7 KiB
GLSL

/*
* 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;
}