17 lines
574 B
GLSL
17 lines
574 B
GLSL
// size of the complete display in pixels, x==width, y==height
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uniform vec2 displaySize;
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// geometry of the window/texture to be rendered: x, y, width, height in display geometry
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uniform vec4 geometry;
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// passed in vertex - only x and y are used
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attribute vec4 vertex;
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// passed in texCoords - to be forwarded
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attribute vec2 texCoord;
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// texCoords passed to fragment shader
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varying vec2 varyingTexCoords;
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void main() {
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varyingTexCoords = texCoord;
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gl_Position.xy = 2.0*vec2(geometry.x + vertex.x, displaySize.y - vertex.y - geometry.y)/displaySize - vertex.ww;
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}
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