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/* sprite.vert
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
precision mediump float;
uniform vec2 scale;
uniform vec2 position;
uniform mat2 transform;
uniform vec2 blur;
uniform float clip;
in vec2 vert;
out vec2 fragTexCoord;
void main() {
vec2 blurOff = 2.f * vec2(vert.x * abs(blur.x), vert.y * abs(blur.y));
gl_Position = vec4((transform * (vert + blurOff) + position) * scale, 0, 1);
vec2 texCoord = vert + vec2(.5, .5);
fragTexCoord = vec2(texCoord.x, min(clip, texCoord.y)) + blurOff;
}
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