#version 330 layout (location = 0) in vec2 inVertex; layout (location = 1) in vec2 inVertexTexCoord; layout (location = 2) in ivec2 inVertexTexRightOrBottom; uniform mat4 Pos; uniform float ZoomFactor; uniform vec2 Dir; noperspective out vec2 texCoord; void main() { vec4 VertPos = vec4(inVertex, -5.0, 1.0); VertPos.x += Dir.x * (gl_InstanceID+1); VertPos.y += Dir.y * (gl_InstanceID+1); gl_Position = Pos * VertPos; float F1 = -(0.75/1024.0) * ZoomFactor; float F2 = (1.75/1024.0) * ZoomFactor; float tx = (inVertexTexCoord.x/(16.0)) - (inVertexTexRightOrBottom.x == 0 ? 0.0 : (1.0/1024.0)); float ty = (inVertexTexCoord.y/(16.0)) - (inVertexTexRightOrBottom.y == 0 ? 0.0 : (1.0/1024.0)); texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? F2 : F1), ty + (inVertexTexRightOrBottom.y == 0 ? F2 : F1)); }