in vec2 position; uniform vec2 verOffsetXY; uniform vec2 verSizeWH; uniform vec2 viewport; uniform UBOOL snapToGrid; void main() { // Coordinates are [0.0; 1.0], transform to [-1.0; 1.0] vec2 pos = verOffsetXY + position * verSizeWH; if (UBOOL_TEST(snapToGrid)) { // Align vertex coordinates to the native pixel grid // This ensures text does not get garbled by nearest neighbors scaling pos.x = floor(pos.x * viewport.x + 0.5) / viewport.x; pos.y = floor(pos.y * viewport.y + 0.5) / viewport.y; } pos.x = pos.x * 2.0 - 1.0; pos.y = -1.0 * (pos.y * 2.0 - 1.0); gl_Position = vec4(pos, 0.0, 1.0); }