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- uniform mat4 u_mvpMatrix;
- uniform vec3 texSize;
- uniform vec3 texStepX; // = vec3(vec2(1.0 / texSize.x), 0.0);
- uniform vec4 cnst; // = vec4(scan_a, scan_b, scan_c, alpha);
- in vec4 a_position;
- in vec3 a_texCoord;
- out vec2 scaled;
- out vec3 misc;
- out vec2 videoCoord;
- void main()
- {
- float alpha = cnst.w;
- gl_Position = u_mvpMatrix * a_position;
- misc = vec3((vec2(0.5) - vec2(1.0, 0.0) * alpha) * texStepX.x, a_texCoord.y);
- scaled = a_texCoord.xy * texSize.xy + vec2(0.0, 0.5);
- #if SUPERIMPOSE
- videoCoord = a_texCoord.xz;
- #endif
- }
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