kwin/scene-vertex.glsl

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uniform mat4 projection;
// offset of the window/texture to be rendered
uniform vec2 offset;
uniform float textureWidth;
uniform float textureHeight;
// passed in vertex - only x and y are used
attribute vec4 vertex;
// passed in texCoords - to be forwarded
attribute vec2 texCoord;
// texCoords passed to fragment shader
varying vec2 varyingTexCoords;
void main() {
varyingTexCoords = texCoord / vec2(textureWidth, textureHeight);
gl_Position = projection*vec4(vertex.xy + offset, vertex.zw);
}