wilhelm_renderer 0.7.1

A minimalist 2D data rendering engine
Documentation
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#version 330 core

layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aTexCoord;

uniform vec2 u_screen_offset;
uniform mat4 u_Transform;
uniform float u_scale;                        // per-shape scale factor (default 1.0)

out vec2 TexCoord;

void main() {
    vec2 p = aPos * u_scale + u_screen_offset;
    gl_Position = u_Transform * vec4(p, 0.0, 1.0);
    TexCoord = aTexCoord;
}