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Revision c2c08950

Added by Leszek Koltunski about 7 years ago

simplify blitPriv()

View differences:

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

  
20 20
precision lowp float;
21 21

  
22
uniform vec2 u_objD;          // half of object width x half of object height
23
uniform mat4 u_MVPMatrix;     // the combined model/view/projection matrix.
22
uniform float u_Depth;        // distance from the near plane to render plane, in clip coords
24 23
attribute vec2 a_Position;    // Per-vertex position.
25 24
varying vec2 v_TexCoordinate; //
26 25

  
......
29 28
void main()
30 29
  {
31 30
  v_TexCoordinate = a_Position + 0.5;
32
  //gl_Position     = vec4(2.0*a_Position,0.0,1.0);
33
  gl_Position     = u_MVPMatrix*vec4(2.0*u_objD*a_Position,0.0,1.0);
34
  }                               
31
  gl_Position     = vec4(2.0*a_Position,u_Depth,1.0);
32
  }

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