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library / src / main / res / raw / blit_depth_vertex_shader.glsl @ 9a3607b3

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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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