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c20c1ab96f
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>
33 lines
665 B
GLSL
33 lines
665 B
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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precision highp float;
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#include <common.inc>
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layout(binding = 0) uniform Block {
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float z;
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vec2 scale;
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vec2 offset;
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vec2 uvCoverScale;
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vec2 uvCoverOffset;
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vec2 uvScale;
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vec2 uvOffset;
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};
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layout(location = 0) in vec2 pos;
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layout(location = 0) out vec2 vCoverUV;
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layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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gl_Position = vec4(pos*scale + offset, z, 1);
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vUV = uv*uvScale + uvOffset;
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vec3[2] fboTrans = fboTextureTransform();
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vec3 uv3 = transform3x2(fboTrans, vec3(uv, 1.0));
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vCoverUV = (uv3*vec3(uvCoverScale, 1.0)+vec3(uvCoverOffset, 0.0)).xy;
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}
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