a728823fbe
QMatrix4x4 accepts data in row-major order, but returns them in column-major order, which is not documented and because of that I expected them to be in row-major order. This commit fixes it and rewrites the shaders to apply the matrix multiplications in the right order. REVIEW: 100759
19 lines
508 B
GLSL
19 lines
508 B
GLSL
uniform mat4 projection;
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// offset of the window/texture to be rendered
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uniform vec2 offset;
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uniform float textureWidth;
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uniform float textureHeight;
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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 / vec2(textureWidth, textureHeight);
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gl_Position = projection*vec4(vertex.xy + offset, vertex.zw);
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}
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