mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 14:03:40 +00:00
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
|
|
precision highp float;
|
|
|
|
layout(location = 0) in vec2 vertex;
|
|
out vec2 fragCoord;
|
|
|
|
uniform vec2 desktopSize;
|
|
uniform mat3x2 transform;
|
|
|
|
void main()
|
|
{
|
|
vec2 pos = transform * vec3(vertex, 1.0);
|
|
gl_Position = vec4(pos.x, -pos.y, 0.0, 1.0);
|
|
fragCoord = vertex / desktopSize;
|
|
}
|