float bounds_y;
float bounds_w;
float bounds_h;
+ float pixel_x;
+ float pixel_y;
+ float pixel_w;
+ float pixel_h;
};
layout(location = 0) in vec2 position;
+out int objectid;
+out vec2 pixsize;
+
void main()
{
vec2 transformed_position;
gl_Position.y = 1 - (transformed_position.y*2);
gl_Position.z = 0.0;
gl_Position.w = 1.0;
+ pixsize = vec2(pixel_w/bounds_w, 100*pixel_h/bounds_h);
+ objectid = gl_VertexID / 2;
}