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31 lines
681 B
GLSL
31 lines
681 B
GLSL
#version 300 es
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precision highp float;
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layout (location = 0) in vec2 offset;
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layout (location = 1) in vec2 uv;
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layout (location = 2) in vec3 center;
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uniform float current_time;
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uniform mat3 inv_model;
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uniform vec2 ndc_to_clip;
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uniform float czf;
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uniform vec2 kernel_size;
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out vec2 out_uv;
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out vec3 out_p;
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#include ../projection/projection.glsl;
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void main() {
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vec3 p = inv_model * center;
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//p = check_inversed_longitude(p);
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vec2 center_pos_clip_space = world2clip_orthographic(p);
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vec2 pos_clip_space = center_pos_clip_space;
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gl_Position = vec4((pos_clip_space / (ndc_to_clip * czf)) + offset * kernel_size , 0.f, 1.f);
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out_uv = uv;
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out_p = p;
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} |