Files
2026-03-22 08:34:27 +05:45

29 lines
679 B
GLSL

#version 330
uniform mat4 projectionMatrix;
uniform float pixelScale;
layout(location = 0) in vec2 v_localPosition;
layout(location = 1) in vec2 v_instancePosition;
layout(location = 2) in float v_instanceRadius;
layout(location = 3) in vec4 v_instanceColor;
out vec2 f_position;
out vec4 f_color;
out float f_thickness;
void main(){
f_position = v_localPosition;
f_color = v_instanceColor;
float radius = v_instanceRadius;
//resolution.y = pixelScale * radius
f_thickness = 3.0f / (pixelScale * radius);
vec2 p = vec2(radius * v_localPosition.x, radius * v_localPosition.y) + v_instancePosition;
gl_Position = projectionMatrix * vec4(p, 0.0f, 1.0f);
}