kwin/scene-generic-vertex.glsl

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#ifdef GL_ES
precision highp float;
#endif
uniform mat4 projection;
uniform mat4 modelview;
uniform mat4 screenTransformation;
uniform mat4 windowTransformation;
// 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;
gl_Position = vertex*(windowTransformation*screenTransformation*modelview)*projection;
}