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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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uniform vec2 u_objD; // object width X object height.
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// point (0,0) is the center of the object
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix.
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attribute vec2 a_Position; // Per-vertex position information we will pass in.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.
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varying vec2 v_TexCoordinate; //
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//////////////////////////////////////////////////////////////////////////////////////////////
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// empty 2D vertex shader for postprocessing
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void main()
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{
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v_TexCoordinate = a_TexCoordinate;
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gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0);
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}
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