Project

General

Profile

Download (2.12 KB) Statistics
| Branch: | Revision:

library / src / main / res / raw / post_vertex_shader.glsl @ 4c1dd6e9

1
//////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2016 Leszek Koltunski                                                          //
3
//                                                                                          //
4
// This file is part of Distorted.                                                          //
5
//                                                                                          //
6
// Distorted is free software: you can redistribute it and/or modify                        //
7
// it under the terms of the GNU General Public License as published by                     //
8
// the Free Software Foundation, either version 2 of the License, or                        //
9
// (at your option) any later version.                                                      //
10
//                                                                                          //
11
// Distorted 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                            //
14
// GNU General Public License for more details.                                             //
15
//                                                                                          //
16
// You should have received a copy of the GNU General Public License                        // 
17
// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
18
//////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
attribute vec2 a_Position;       // Per-vertex position information we will pass in.
21
attribute vec2 a_TexCoordinate;  // Per-vertex texture coordinate information we will pass in.
22
varying   vec2 v_TexCoordinate;  //
23

    
24
//////////////////////////////////////////////////////////////////////////////////////////////
25
// empty 2D vertex shader for postprocessing
26

    
27
void main()
28
  {
29
  v_TexCoordinate = a_TexCoordinate;
30
  gl_Position = vec4(a_Position, 0.0, 1.0);
31
  }
(4-4/4)