2 #extension GL_ARB_shading_language_420pack : require
3 #extension GL_ARB_explicit_attrib_location : require
5 layout(std140, binding=0) uniform ViewBounds
13 layout(location = 0) in vec2 position;
19 vec2 transformed_position;
20 transformed_position.x = (position.x - bounds_x) / bounds_w;
21 transformed_position.y = (position.y - bounds_y) / bounds_h;
22 // Transform to clip coordinates (-1,1, -1,1).
23 gl_Position.x = (transformed_position.x*2) - 1;
24 gl_Position.y = 1 - (transformed_position.y*2);
28 objectid = gl_VertexID / 2;