/* * This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm) * Copyright (c) 2019 Gabriel Cuvillier. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "glsl_shaders.h" const char * const zfillShaderVP = R"( #version 300 es // Multiview #define NUM_VIEWS 2 #extension GL_OVR_multiview2 : enable layout(num_views=NUM_VIEWS) in; precision mediump float; // In in highp vec4 attr_Vertex; in vec4 attr_TexCoord; // Uniforms layout(shared) uniform ViewMatrices { uniform highp mat4 u_viewMatrices[NUM_VIEWS]; }; layout(shared) uniform ProjectionMatrix { uniform highp mat4 u_projectionMatrix; }; uniform highp mat4 u_modelMatrix; uniform mat4 u_textureMatrix; // Out // gl_Position out vec2 var_TexDiffuse; void main() { var_TexDiffuse = (u_textureMatrix * attr_TexCoord).xy; // Homogeneous coordinates of textureMatrix supposed to be 1 gl_Position = u_projectionMatrix * (u_viewMatrices[gl_ViewID_OVR] * (u_modelMatrix * attr_Vertex)); } )";