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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "hlslCompat.glsl"
- //CloudVert
- in vec4 vPosition;
- in vec2 vTexCoord0;
- #define IN_pos vPosition
- #define IN_uv0 vTexCoord0
- uniform mat4 modelview;
- uniform float accumTime;
- uniform float texScale;
- uniform vec2 texDirection;
- uniform vec2 texOffset;
- out vec2 texCoord;
- #define OUT_texCoord texCoord
- void main()
- {
- gl_Position = tMul(modelview, IN_pos);
-
- vec2 uv = IN_uv0;
- uv += texOffset;
- uv *= texScale;
- uv += accumTime * texDirection;
- OUT_texCoord = uv;
-
- correctSSP(gl_Position);
- }
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