mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 08:38:20 +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.
45 lines
750 B
GLSL
45 lines
750 B
GLSL
#version 300 es
|
|
precision mediump float;
|
|
|
|
layout(location = 0) in vec3 vertexPosition_modelspace;
|
|
layout(location = 1) in vec2 vertexUV;
|
|
|
|
uniform vec4 mouse;
|
|
uniform int rotate;
|
|
|
|
out vec2 uv;
|
|
|
|
void main()
|
|
{
|
|
vec2 muv = vertexPosition_modelspace.xy;
|
|
muv.x += 1.0f;
|
|
muv.y -= 1.0f;
|
|
muv.x *= mouse.z;
|
|
muv.y *= mouse.w;
|
|
muv.x += mouse.x;
|
|
muv.y -= mouse.y;
|
|
|
|
if (rotate == 0) // 0
|
|
{
|
|
gl_Position.xy = muv;
|
|
}
|
|
else if (rotate == 1) // 90
|
|
{
|
|
gl_Position.x = muv.y;
|
|
gl_Position.y = -muv.x;
|
|
}
|
|
else if (rotate == 2) // 180
|
|
{
|
|
gl_Position.x = -muv.x;
|
|
gl_Position.y = -muv.y;
|
|
}
|
|
else if (rotate == 3) // 270
|
|
{
|
|
gl_Position.x = -muv.y;
|
|
gl_Position.y = muv.x;
|
|
}
|
|
|
|
gl_Position.w = 1.0;
|
|
uv = vertexUV;
|
|
}
|