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https://github.com/gnif/LookingGlass.git
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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
45 lines
760 B
GLSL
45 lines
760 B
GLSL
#version 300 es
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precision highp float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec4 mouse;
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uniform int rotate;
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out vec2 uv;
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void main()
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{
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vec2 muv = vertexPosition_modelspace.xy;
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muv.x += 1.0f;
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muv.y -= 1.0f;
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muv.x *= mouse.z;
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muv.y *= mouse.w;
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muv.x += mouse.x;
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muv.y -= mouse.y;
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if (rotate == 0) // 0
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{
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gl_Position.xy = muv;
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}
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else if (rotate == 1) // 90
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{
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gl_Position.x = muv.y;
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gl_Position.y = -muv.x;
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}
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else if (rotate == 2) // 180
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{
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gl_Position.x = -muv.x;
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gl_Position.y = -muv.y;
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}
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else if (rotate == 3) // 270
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{
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gl_Position.x = -muv.y;
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gl_Position.y = muv.x;
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}
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gl_Position.zw = vec2(0.0, 1.0);
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uv = vertexUV;
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}
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