- Timestamp:
- Nov 9, 2018, 1:06:05 PM (5 years ago)
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data/branches/Shader_HS18/programs/Example/GLSL150/Blur0_vs.glsl
r12083 r12091 1 1 #version 150 2 2 3 in vec4 vertex; 4 // in vec2 uv0; 3 5 out vec2 texCoord[5]; 4 in vec4 vertex;5 6 6 uniform mat4 worldViewProj; 7 in vec2 uv0; 7 // uniform mat4 worldViewProj; 8 8 9 void main() 9 void main() 10 10 { 11 gl_Position = worldViewProj * vertex; 12 13 texCoord[0] = uv0; 14 15 const float size = 0.01; 16 texCoord[1] = texCoord[0] + vec2(1.0, 0.0)*size; 17 texCoord[2] = texCoord[0] + vec2(2.0, 0.0)*size; 18 texCoord[3] = texCoord[0] + vec2(-1.0, 0.0)*size; 19 texCoord[4] = texCoord[0] + vec2(-2.0, 0.0)*size; 11 // gl_Position = worldViewProj * vertex; 12 13 // texCoord[0] = uv0; 14 15 vec2 inPos = sign(vertex.xy); 16 gl_Position = vec4(inPos.xy, 0.0, 1.0); 17 18 texCoord[0] = (vec2(inPos.x, -inPos.y) + 1.0)/2.0; 19 20 const float size = 0.01; 21 texCoord[1] = texCoord[0] + vec2(1.0, 0.0) * size; 22 texCoord[2] = texCoord[0] + vec2(2.0, 0.0) * size; 23 texCoord[3] = texCoord[0] + vec2(-1.0, 0.0) * size; 24 texCoord[4] = texCoord[0] + vec2(-2.0, 0.0) * size; 20 25 }
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