gltut / Tut 13 Impostors / data / BasicImpostor.vert

#version 330

layout(std140) uniform;

out vec2 mapping;

uniform Projection
	mat4 cameraToClipMatrix;

uniform float sphereRadius;
uniform vec3 cameraSpherePos;

void main()
	vec2 offset;
	case 0:
		mapping = vec2(-1.0, -1.0);
		offset = vec2(-sphereRadius, -sphereRadius);
	case 1:
		mapping = vec2(-1.0, 1.0);
		offset = vec2(-sphereRadius, sphereRadius);
	case 2:
		mapping = vec2(1.0, -1.0);
		offset = vec2(sphereRadius, -sphereRadius);
	case 3:
		mapping = vec2(1.0, 1.0);
		offset = vec2(sphereRadius, sphereRadius);

	vec4 cameraCornerPos = vec4(cameraSpherePos, 1.0);
	cameraCornerPos.xy += offset;

	gl_Position = cameraToClipMatrix * cameraCornerPos;
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