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#version 150 core
in vec2 vPos;
in vec2 vTex;
out vec4 fTexS;
out float progress;
uniform vec3 animData; // w,h(premultiplied of anim), interpolation progress
uniform vec4 animPos; // x,y, x,y (two frames for interpolation)
uniform mat4 qt_Matrix;
void main()
{
progress = animData.z;
// Calculate frame location in texture
fTexS.xy = animPos.xy + vTex.xy * animData.xy;
// Next frame is also passed, for interpolation
fTexS.zw = animPos.zw + vTex.xy * animData.xy;
gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0, 1);
}
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