Orthographic camera, viewpoint, correct aspect ratio

This commit is contained in:
Antoine
2021-05-19 17:59:05 +02:00
parent 57b6be084d
commit e9935403b6
7 changed files with 47 additions and 14 deletions

View File

@ -2,9 +2,11 @@
layout (location = 0) in vec3 aPos;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
gl_Position = projection * view * transform * vec4(aPos, 1.0);
}

View File

@ -5,10 +5,12 @@ layout (location = 1) in vec3 aColor;
out vec3 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = aColor;
}

View File

@ -5,10 +5,12 @@ layout (location = 2) in vec2 aTexCoord;
out vec2 texCoord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
gl_Position = projection * view * transform * vec4(aPos, 1.0);
texCoord = aTexCoord;
}

View File

@ -7,11 +7,13 @@ layout (location = 2) in vec2 aTexCoord;
out vec2 texCoord;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = vec4(aColor, 1.0f);
texCoord = aTexCoord;
}