layout (location = 0) in vec2 inVertex; #ifdef TW_TILE_TEXTURED layout (location = 1) in uvec4 inVertexTexCoord; #endif uniform mat4x2 gPos; uniform vec2 gOffset; uniform vec2 gScale; #ifdef TW_TILE_TEXTURED noperspective out vec3 TexCoord; #endif void main() { // scale then position vertex vec2 VertexPos = (inVertex * gScale) + gOffset; gl_Position = vec4(gPos * vec4(VertexPos, 0.0, 1.0), 0.0, 1.0); #ifdef TW_TILE_TEXTURED // scale the texture coordinates too vec2 TexScale = gScale; if (float(inVertexTexCoord.w) > 0.0) TexScale = gScale.yx; TexCoord = vec3(vec2(inVertexTexCoord.xy) * TexScale, float(inVertexTexCoord.z)); #endif }