2e99e4e11d
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
20 lines
570 B
GLSL
20 lines
570 B
GLSL
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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attribute vec4 position;
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attribute vec2 tex_coord_in;
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varying vec2 tex_coord;
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uniform mat4 mvp;
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void main() {
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gl_Position = mvp * position;
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tex_coord = tex_coord_in;
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}
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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