I've just been doing this up till now:
//minimal.vert
#version 150 core
in vec4 in_Position;
in vec3 in_Color;
out vec3 ex_Color;
void main(void)
{
gl_Position = in_Position;
ex_Color = in_Color;
}
Does anybody know a good online resource, or the like, that explains(without deprecated code) how to set up OpenGL(using shaders) to the Direct2D coordinate space? Basically I just want to set up a simple camera system and draw a simple triangle.
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Direct2D uses a left-handed coordinate space; that is, positive x-axis values increase to the right and positive y-axis values increase downward. Everything on the screen is positioned relative to the origin, which is the point where the x-axis and y-axis intersect (0, 0), as shown in the following illustration. Direct2D render targets use this coordinate space.
The Direct2D Coordinate Space