|
|
@@ -1,16 +1,29 @@
|
|
|
-#include "Uniforms.frag"
|
|
|
-#include "Samplers.frag"
|
|
|
-#include "PostProcess.frag"
|
|
|
+#include "Uniforms.glsl"
|
|
|
+#include "Samplers.glsl"
|
|
|
+#include "Transform.glsl"
|
|
|
+#include "ScreenPos.glsl"
|
|
|
+#include "PostProcess.glsl"
|
|
|
|
|
|
+varying vec2 vTexCoord;
|
|
|
+varying vec2 vScreenPos;
|
|
|
+
|
|
|
+#ifdef COMPILEPS
|
|
|
uniform vec2 cBlurDir;
|
|
|
uniform float cBlurRadius;
|
|
|
uniform float cBlurSigma;
|
|
|
uniform vec2 cBlurHInvSize;
|
|
|
+#endif
|
|
|
|
|
|
-varying vec2 vTexCoord;
|
|
|
-varying vec2 vScreenPos;
|
|
|
+void VS()
|
|
|
+{
|
|
|
+ mat4 modelMatrix = iModelMatrix;
|
|
|
+ vec3 worldPos = GetWorldPos(modelMatrix);
|
|
|
+ gl_Position = GetClipPos(worldPos);
|
|
|
+ vTexCoord = GetQuadTexCoord(gl_Position);
|
|
|
+ vScreenPos = GetScreenPosPreDiv(gl_Position);
|
|
|
+}
|
|
|
|
|
|
-void main()
|
|
|
+void PS()
|
|
|
{
|
|
|
#ifdef BLUR3
|
|
|
gl_FragColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, vTexCoord);
|