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
+5 -1
View File
@@ -4,6 +4,8 @@
precision highp float;
#include <common.inc>
layout(binding = 0) uniform Block {
float z;
vec2 scale;
@@ -24,5 +26,7 @@ layout(location = 1) out vec2 vUV;
void main() {
gl_Position = vec4(pos*scale + offset, z, 1);
vUV = uv*uvScale + uvOffset;
vCoverUV = uv*uvCoverScale+uvCoverOffset;
vec3[2] fboTrans = fboTextureTransform();
vec3 uv3 = transform3x2(fboTrans, vec3(uv, 1.0));
vCoverUV = (uv3*vec3(uvCoverScale, 1.0)+vec3(uvCoverOffset, 0.0)).xy;
}