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uniform highp mat4 modelViewMatrix;
uniform highp mat4 projectionMatrix;
uniform highp vec2 textureScale;
uniform highp vec2 shift;
uniform highp float dpr;
attribute highp vec4 vCoord;
attribute highp vec2 tCoord;
varying highp vec2 sampleCoord;
varying highp vec2 shiftedSampleCoord;
void main()
{
sampleCoord = tCoord * textureScale;
shiftedSampleCoord = (tCoord - shift) * textureScale;
vec4 xformed = modelViewMatrix * vCoord;
gl_Position = projectionMatrix * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w);
}
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