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gio-patched/gpu/shaders/blit.vert
T
Elias Naur 8dce81d8fd gpu/shaders: introduce toClipSpace to map to GPU native clip space
OpenGL use the [-1; 1] range for clip depths, Direct3D [0; 1].
Use toClipSpace to encapsulate the difference.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
2020-02-27 21:22:59 +01:00

26 lines
446 B
GLSL

#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision highp float;
#include <common.inc>
layout(binding = 0) uniform Block {
vec4 transform;
vec4 uvTransform;
float z;
};
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(location = 0) out vec2 vUV;
void main() {
vec2 p = pos*transform.xy + transform.zw;
gl_Position = toClipSpace(vec4(p, z, 1));
vUV = uv*uvTransform.xy + uvTransform.zw;
}