Revision bfe2c61b
Added by Leszek Koltunski about 7 years ago
src/main/res/raw/post_vertex_shader.glsl | ||
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uniform vec2 u_objD; // half of object width x half of 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. |
... | ... | |
30 | 31 |
void main() |
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{ |
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v_TexCoordinate = a_TexCoordinate; |
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gl_Position = vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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gl_Position = u_MVPMatrix*vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
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34 | 35 |
} |
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