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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision highp float;
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in vec2 a_Position; // Per-vertex position.
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out vec2 v_TexCoordinate; //
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uniform float u_Depth; // distance from the near plane to render plane, in clip coords
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uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be
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// larger than necessary (there is just one static set being
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// reused!) so we need to compensate here by adjusting the texture
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// coords.
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
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gl_Position = vec4(2.0*a_Position,u_Depth,1.0);
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}
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