Files
gio-patched/gpu/shaders/intersect.vert
T
2020-03-11 16:23:35 +01:00

29 lines
684 B
GLSL

#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision highp float;
#include <common.inc>
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(binding = 0) uniform Block {
vec4 uvTransform;
vec4 subUVTransform;
};
layout(location = 0) out vec2 vUV;
void main() {
vec3[2] fboTrans = fboTransform();
vec3 p = transform3x2(fboTrans, vec3(pos, 1.0));
gl_Position = vec4(p, 1);
vec3[2] fboTexTrans = fboTextureTransform();
vec3 uv3 = transform3x2(fboTexTrans, vec3(uv, 1.0));
vUV = uv3.xy*subUVTransform.xy + subUVTransform.zw;
vUV = transform3x2(fboTexTrans, vec3(vUV, 1.0)).xy;
vUV = vUV*uvTransform.xy + uvTransform.zw;
}