tab.vert
372 bytes
1attribute highp vec2 pos;
2
3uniform mat3 proj;
4uniform highp vec2 pixelOffset;
5uniform highp vec2 pixelSize;
6uniform highp vec2 monitorSize;
7
8varying highp vec2 pixCoord;
9varying highp vec2 monitorTexCoord;
10
11void main() {
12 pixCoord = pos * pixelSize;
13 monitorTexCoord = (pixelOffset + pixCoord) / monitorSize;
14 gl_Position = vec4(proj * vec3(monitorTexCoord, 1.0), 1.0);
15}