office-gobmx/vcl/opengl/textureVertexShader.glsl
Tomaž Vajngerl 2e99e4e11d opengl: use MVP matrix in vertex shaders, pixel offsets
ChangChange all vertex shaders to accept model, view, projection
matrix to calculate the vertex position. So now we don't need to
convert the coordinates to OpenGL coordinate space [-1.0, 1.0]
anymore.

Additionally make it possible to offset vertex coordinates so
we can apply 0.5 px offset (to hit the pixel center) at some
operations.

Change-Id: I8e0a61d5fd4ab6aaa1c0c94439061725918577a0
2015-07-09 10:09:17 +09:00

20 lines
570 B
GLSL

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
attribute vec4 position;
attribute vec2 tex_coord_in;
varying vec2 tex_coord;
uniform mat4 mvp;
void main() {
gl_Position = mvp * position;
tex_coord = tex_coord_in;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */