1
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
2
|
// Copyright 2018 Leszek Koltunski leszek@koltunski.pl //
|
3
|
// //
|
4
|
// This file is part of Distorted. //
|
5
|
// //
|
6
|
// This library is free software; you can redistribute it and/or //
|
7
|
// modify it under the terms of the GNU Lesser General Public //
|
8
|
// License as published by the Free Software Foundation; either //
|
9
|
// version 2.1 of the License, or (at your option) any later version. //
|
10
|
// //
|
11
|
// This library is distributed in the hope that it will be useful, //
|
12
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
13
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU //
|
14
|
// Lesser General Public License for more details. //
|
15
|
// //
|
16
|
// You should have received a copy of the GNU Lesser General Public //
|
17
|
// License along with this library; if not, write to the Free Software //
|
18
|
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
|
19
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
20
|
|
21
|
precision highp float;
|
22
|
precision highp int;
|
23
|
|
24
|
in vec2 a_Position; // Per-vertex position.
|
25
|
out vec2 v_TexCoordinate; //
|
26
|
out vec2 v_Pixel; // 2D pixel coords in window space
|
27
|
|
28
|
uniform float u_Depth; // distance from the near plane to render plane, in clip coords
|
29
|
uniform vec2 u_TexCorr; // when we blit from postprocessing buffers, the buffers can be
|
30
|
// larger than necessary (there is just one static set being
|
31
|
// reused!) so we need to compensate here by adjusting the texture
|
32
|
// coords.
|
33
|
|
34
|
uniform uvec2 u_Size; // size of the output surface, in pixels.
|
35
|
|
36
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
37
|
|
38
|
void main()
|
39
|
{
|
40
|
v_TexCoordinate = (a_Position + 0.5) * u_TexCorr;
|
41
|
v_Pixel = (a_Position + 0.5) * vec2(u_Size);
|
42
|
gl_Position = vec4(2.0*a_Position,u_Depth,1.0);
|
43
|
}
|