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Revision bfe2c61b

Added by Leszek Koltunski about 7 years ago

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src/main/res/raw/post_vertex_shader.glsl
19 19

  
20 20
uniform vec2 u_objD;             // half of object width x half of object height.
21 21
                                 // point (0,0) is the center of the object
22
uniform mat4 u_MVPMatrix;        // the combined model/view/projection matrix.
22 23

  
23 24
attribute vec2 a_Position;       // Per-vertex position information we will pass in.
24 25
attribute vec2 a_TexCoordinate;  // Per-vertex texture coordinate information we will pass in.
......
30 31
void main()
31 32
  {
32 33
  v_TexCoordinate = a_TexCoordinate;
33
  gl_Position = vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
34
  gl_Position     = u_MVPMatrix*vec4( 2.0*u_objD*a_Position, 0.0, 1.0);
34 35
  }

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