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uniform vec2 extent;
uniform vec2 offset;
uniform vec2 size;
out vec2 texCoord_interp;
in vec2 pos;
void main()
{
vec4 rect = vec4(offset.x, offset.y, offset.x + extent.x, offset.y + extent.y);
rect /= vec4(size, size);
vec4 tex = rect;
rect = rect * 2.0 - 1.0;
/* QUAD */
if (pos.x == 0.0 && pos.y == 0.0) {
rect.xy = rect.xy;
texCoord_interp = tex.xy;
}
else if (pos.x == 0.0 && pos.y == 1.0) {
rect.xy = rect.xw;
texCoord_interp = tex.xw;
}
else if (pos.x == 1.0 && pos.y == 1.0) {
rect.xy = rect.zw;
texCoord_interp = tex.zw;
}
else {
rect.xy = rect.zy;
texCoord_interp = tex.zy;
}
gl_Position = vec4(rect.xy, 0.0f, 1.0f);
}
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