mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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48 lines
1.7 KiB
GLSL
48 lines
1.7 KiB
GLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "hlslCompat.glsl"
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in vec2 vTexCoord0;
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#define uvCoord vTexCoord0
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out vec4 offscreenPos;
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out vec4 backbufferPos;
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#define OUT_hpos gl_Position
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#define OUT_offscreenPos offscreenPos
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#define OUT_backbufferPos backbufferPos
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uniform vec4 screenRect; // point, extent
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void main()
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{
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OUT_hpos = vec4(uvCoord.xy, 1.0, 1.0);
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OUT_hpos.xy *= screenRect.zw;
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OUT_hpos.xy += screenRect.xy;
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OUT_backbufferPos = OUT_hpos;
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OUT_offscreenPos = OUT_hpos;
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correctSSP(gl_Position);
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}
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