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ugui/text_rendering/font_vertshader.glsl

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#version 330 core
// viewsize.x = viewport width in pixels; viewsize.y = viewport height in pixels
uniform ivec2 viewsize;
uniform ivec2 texturesize;
// both position and and uv are in pixels, they where converted to floats when
// passed to the shader
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 txcoord;
out vec2 uv;
void main()
{
vec2 v = vec2(float(viewsize.x), float(viewsize.y));
// vec2 p = vec2(position.x*2.0f/v.x - 1.0f, position.y*2.0f/v.y - 1.0f);
vec2 p = vec2(position.x*2.0/v.x - 1.0, 1.0 - position.y*2.0/v.y);
vec4 pos = vec4(p.x, p.y, 0.0f, 1.0f);
gl_Position = pos;
// since the texture is a GL_TEXTURE_RECTANGLE the coordintes do not need to
// be normalized
uv = vec2(txcoord.x, txcoord.y);
}