gzdoom/wadsrc/static/shaders/glsl/screenquadscale.vp
Christoph Oelckers 675822004d - use static buffer data and a uniform to handle the texture positioning of the present shader.
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00

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in vec4 PositionInProjection;
in vec2 UV;
uniform vec2 UVScale;
out vec2 TexCoord;
void main()
{
gl_Position = PositionInProjection;
TexCoord = UV * UVScale;
}