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- /**
- * Simple vertex shader for IS and PPS stages. It is used for rendering a quad in the
- * screen. Notice that it does not use ftransform(). We dont need it because we can
- * get the Normalized Display Coordinates ([-1,1]) simply by looking in the vertex
- * position. The vertex positions of the quad are from 0.0 to 1.0 for both axis.
- */
- #pragma anki attribute position 0
- attribute vec2 position;
- varying vec2 texCoords;
- void main()
- {
- vec2 vertPos = position; // the vert coords are {1.0,1.0}, {0.0,1.0}, {0.0,0.0}, {1.0,0.0}
- texCoords = vertPos;
- vec2 vertPosNdc = vertPos*2.0 - 1.0;
- gl_Position = vec4( vertPosNdc, 0.0, 1.0 );
- }
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