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