2023-04-07 16:48:33 -07:00
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#line 2
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/*
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2023-12-12 01:22:54 -08:00
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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2023-04-07 16:48:33 -07:00
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*
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2023-12-12 01:22:54 -08:00
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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2023-04-07 16:48:33 -07:00
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*
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*/
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precision lowp int;
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precision lowp float;
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precision lowp sampler2D;
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layout(location = 0) in vec2 a_position2f;
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out vec2 v_texCoords2f;
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uniform vec4 u_srcCoords4f;
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uniform vec4 u_dstCoords4f;
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void main() {
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vec2 uv = a_position2f * 0.5 + 0.5;
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v_texCoords2f = u_srcCoords4f.xy + u_srcCoords4f.zw * uv;
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gl_Position = vec4(u_dstCoords4f.xy + u_dstCoords4f.zw * uv, 0.0, 1.0);
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}
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