celestia/shaders/crosshair_vert.glsl

21 lines
442 B
Plaintext
Raw Normal View History

#version 120
attribute vec4 in_Position;
uniform float radius;
uniform float width;
uniform float h;
uniform float angle;
void main(void)
{
float c = cos(angle);
float s = sin(angle);
mat3 rot = mat3(c, s, 0.0f, -s, c, 0.0f, 0.0f, 0.0f, 1.0f);
float x = in_Position.x * width + radius;
float y = in_Position.y * h;
vec3 p = rot * vec3(x, y, 0.0f);
gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0f);
}