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- // Pass to fragment shader with the same name
- varying vec2 TexCoords;
- void main(void)
- {
- gl_Position = gl_Vertex;
-
- // The origin of the texture coordinates locates at bottom-left
- // corner rather than top-left corner as defined on screen quad.
- // Instead of using texture coordinates passed in by OpenGL, we
- // calculate TexCoords based on vertex position as follows.
- //
- // Vertex[0] (-1, -1) to (0, 0)
- // Vertex[1] (-1, 1) to (0, 1)
- // Vertex[2] ( 1, 1) to (1, 1)
- // Vertex[3] ( 1, -1) to (1, 0)
- //
- // Texture coordinate system in OpenGL operates differently from
- // DirectX 3D. It is not necessary to offset TexCoords to texel
- // center by adding 1.0 / TextureSize / 2.0
-
- TexCoords = (gl_Vertex.xy * 0.5 + 0.5);
- }
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