ioq3/code/renderergl2/glsl/depthblur_vp.glsl

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attribute vec4 attr_Position;
attribute vec4 attr_TexCoord0;
uniform vec4 u_ViewInfo; // zfar / znear, zfar, 1/width, 1/height
varying vec2 var_ScreenTex;
void main()
{
gl_Position = attr_Position;
vec2 wh = vec2(1.0) / u_ViewInfo.zw - vec2(1.0);
var_ScreenTex = (floor(attr_TexCoord0.xy * wh) + vec2(0.5)) * u_ViewInfo.zw;
//vec2 screenCoords = gl_Position.xy / gl_Position.w;
//var_ScreenTex = screenCoords * 0.5 + 0.5;
}