mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 14:03:40 +00:00
543c97987b
We simply use precision mediump float; for everything. We don't actually need highp anyways, and we don't use it for stuff like CAS or FSR.
15 lines
256 B
GLSL
15 lines
256 B
GLSL
#version 300 es
|
|
precision mediump float;
|
|
|
|
layout(location = 0) in vec2 vertex;
|
|
out vec2 uv;
|
|
|
|
uniform vec2 desktopSize;
|
|
uniform mat3x2 transform;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
|
|
uv = vertex / desktopSize;
|
|
}
|