20 lines
335 B
GLSL
20 lines
335 B
GLSL
/**
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* @file postDeferredV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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varying vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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{
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//transform vertex
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gl_Position = ftransform();
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vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
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vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
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}
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