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91b0cba145
This fixes a rounding issue on certain hardware (NVidia) which actually implement mediump as half precision (16-bit) float. It's safe to assume `highp` is available as if the GPU does not support it, then the shader compiler will try to find a lower precision that is supported by the GPU
16 lines
301 B
GLSL
16 lines
301 B
GLSL
#version 300 es
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precision highp float;
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layout(location = 0) in vec2 vertex;
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out vec2 fragCoord;
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uniform vec2 desktopSize;
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uniform mat3x2 transform;
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void main()
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{
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vec2 pos = transform * vec3(vertex, 1.0);
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gl_Position = vec4(pos.x, -pos.y, 0.0, 1.0);
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fragCoord = vertex / desktopSize;
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}
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