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#version 150
uniform mat4 %1;
uniform vec2 %2_resolution;
uniform vec2 ove_resolution;
in vec4 a_position;
in vec2 a_texcoord;
out vec2 ove_texcoord;
mat4 scale_mat4(vec3 scale) {
return mat4(
scale.x, 0.0, 0.0, 0.0,
0.0, scale.y, 0.0, 0.0,
0.0, 0.0, scale.z, 0.0,
0.0, 0.0, 0.0, 1.0
);
}
void main() {
// Create identity matrix
mat4 transform = mat4(1.0);
// Scale to square
transform *= scale_mat4(vec3(1.0 / ove_resolution, 1.0));
// Multiply by received matrix
transform *= %1;
// Scale back out to footage size
transform *= scale_mat4(vec3(%2_resolution, 1.0));
gl_Position = transform * a_position;
ove_texcoord = a_texcoord;
}
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