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library / src / main / res / raw / blit_depth_vertex_shader.glsl @ 3f12341d

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2018 Leszek Koltunski  leszek@koltunski.pl                                          //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// This library is free software; you can redistribute it and/or                                 //
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// modify it under the terms of the GNU Lesser General Public                                    //
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// License as published by the Free Software Foundation; either                                  //
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// version 2.1 of the License, or (at your option) any later version.                            //
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//                                                                                               //
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// This library 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 GNU                             //
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// Lesser General Public License for more details.                                               //
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//                                                                                               //
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// You should have received a copy of the GNU Lesser General Public                              //
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// License along with this library; if not, write to the Free Software                           //
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
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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 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,0.0,1.0);
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  }
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