VoxelVS.glsl 355 B

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  1. in vec2 position;
  2. uniform vec4 u_ndcSpaceAxisAlignedBoundingBox;
  3. void main() {
  4. vec2 aabbMin = u_ndcSpaceAxisAlignedBoundingBox.xy;
  5. vec2 aabbMax = u_ndcSpaceAxisAlignedBoundingBox.zw;
  6. vec2 translation = 0.5 * (aabbMax + aabbMin);
  7. vec2 scale = 0.5 * (aabbMax - aabbMin);
  8. gl_Position = vec4(position * scale + translation, 0.0, 1.0);
  9. }