Dengine/data/shaders/sprite.vert.glsl
Doyle Thai 3894d33485 Fix rotation on render, change rendering code
Premultiply transformation matrix onto vertices before sending onto GPU to
preserve transformation properties of entities before being batched into
a general group. This removes the model matrix from the shader pipeline- instead
in rendering code we deal in world space (which works out to be more intuitive).
Only in the last step in GLSL we convert back to normalised coordinates.
2016-09-23 18:02:53 +10:00

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220 B
GLSL

#version 330 core
layout(location = 0) in vec4 data; // (vec2)pos, (vec2)texCoord
uniform mat4 projection;
out vec2 texCoord;
void main()
{
gl_Position = projection * vec4(data.xy, 0.0f, 1.0f);
texCoord = data.zw;
}