hq.vert 552 B

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  1. uniform mat4 u_mvpMatrix;
  2. uniform vec3 texSize;
  3. in vec4 a_position;
  4. in vec3 a_texCoord;
  5. out vec2 mid;
  6. out vec2 leftTop;
  7. out vec2 edgePos;
  8. out vec2 weightPos;
  9. out vec2 texStep2; // could be uniform
  10. out vec2 videoCoord;
  11. void main()
  12. {
  13. gl_Position = u_mvpMatrix * a_position;
  14. vec2 texStep = 1.0 / texSize.xy;
  15. mid = a_texCoord.xy;
  16. leftTop = a_texCoord.xy - texStep;
  17. edgePos = a_texCoord.xy * vec2(1.0, 2.0);
  18. weightPos = edgePos * texSize.xy * vec2(1.0, 0.5);
  19. texStep2 = 2.0 * texStep;
  20. #if SUPERIMPOSE
  21. videoCoord = a_texCoord.xz;
  22. #endif
  23. }