cover.vert raw

   1  #version 310 es
   2  
   3  // SPDX-License-Identifier: Unlicense OR MIT
   4  
   5  #extension GL_GOOGLE_include_directive : enable
   6  
   7  precision highp float;
   8  
   9  #include "common.h"
  10  
  11  layout(binding = 0) uniform Block {
  12  	vec4 transform;
  13  	vec4 uvCoverTransform;
  14  	vec4 uvTransformR1;
  15  	vec4 uvTransformR2;
  16  	float z;
  17  } _block;
  18  
  19  layout(location = 0) in vec2 pos;
  20  
  21  layout(location = 0) out vec2 vCoverUV;
  22  
  23  layout(location = 1) in vec2 uv;
  24  layout(location = 1) out vec2 vUV;
  25  
  26  void main() {
  27      gl_Position = toClipSpace(vec4(pos*_block.transform.xy + _block.transform.zw, _block.z, 1));
  28  	vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy;
  29  	vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
  30  	vCoverUV = (uv3*vec3(_block.uvCoverTransform.xy, 1.0)+vec3(_block.uvCoverTransform.zw, 0.0)).xy;
  31  }
  32