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-rw-r--r--Data/Resources/Shaders/Editor-UI.glsl30
1 files changed, 9 insertions, 21 deletions
diff --git a/Data/Resources/Shaders/Editor-UI.glsl b/Data/Resources/Shaders/Editor-UI.glsl
index 4edfe73..493ed9b 100644
--- a/Data/Resources/Shaders/Editor-UI.glsl
+++ b/Data/Resources/Shaders/Editor-UI.glsl
@@ -1,42 +1,30 @@
#version 330 core
-uniform vec2 screenSize;
+
+uniform vec4 screenSize;
+uniform vec4 windowSize;
VSH_BEGIN
-layout (location = 0) in vec3 aPos;
-layout (location = 1) in vec3 aColor;
-layout (location = 2) in vec2 aTexCoord;
+layout (location = 0) in vec2 vPos;
+layout (location = 1) in vec2 vUV;
-out vec3 ourColor;
-out vec2 TexCoord;
+uniform mat4 mvp;
void main()
{
- gl_Position = vec4(aPos, 1.0);
- ourColor = aColor;
- TexCoord = vec2(aTexCoord.x, aTexCoord.y);
+ vec4 clip = mvp * vec4(vPos, -1, 1.0);
+ gl_Position = clip;
}
VSH_END
-
FSH_BEGIN
out vec4 FragColor;
-in vec3 ourColor;
-in vec2 TexCoord;
-
-uniform float mixValue;
-
-// texture samplers
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
void main()
{
- // linearly interpolate between both textures
- FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
+ FragColor = vec4(1,1,1,1);
}
FSH_END