Im developing a graphically very simple program (Does not require any 3D) in opengl. The main issue is that the default float positions for vertices are based on percentages of the screen.
Basicly what I want is to be able to pass 4 coordinates: x1, y1, x2, y2 and draw a quad based on those coordinates. For example if it was (0, 0, 10, 10) It would draw a 10px by 10px box in the top left.
So far shaders for transformations like pos and scale have been implemented. But they do not provide enough fine control on the quad and access to window width, height and other variables.
I don't need actual code, pseudo code is more than enough. But if you are curious im using lwjgl 3 with java in the programmable pipeline.
Is there any way of doing this with shaders? Or should I be using a completely different method?