gpu/shaders: compensate for GPU Framebuffer => texture transformation

Add fboTextureTransform shader function for cancelling the
implied transformation from fragments output by the fragment
shader and the (u, v) coordinates used to sample from it in a
later pass.

For OpenGL the transformation is the identity.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-02-27 16:38:58 +01:00
parent 0d573514c5
commit c20c1ab96f
3 changed files with 52 additions and 16 deletions
+15 -2
View File
@@ -1,4 +1,17 @@
#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
void blah() {
// fboTextureTransform returns a transformation
// that cancels the implied transformation between
// the framebuffer and its texture.
// Only two rows are returned. The last is implied
// to be [0, 0, 1].
vec3[2] fboTextureTransform() {
vec3[2] t;
t[0] = vec3(1.0, 0.0, 0.0);
t[1] = vec3(0.0, 1.0, 0.0);
return t;
}
vec3 transform3x2(vec3[2] t, vec3 v) {
return vec3(dot(t[0], v), dot(t[1], v), dot(vec3(0.0, 0.0, 1.0), v));
}