orca/samples/fluid/src/shaders/blit_vertex.glsl

19 lines
335 B
GLSL

#version 300 es
precision highp float;
in vec2 pos;
out vec2 texCoord;
uniform mat4 mvp;
uniform ivec2 gridSize;
void main()
{
float margin = 32.;
float ratio = 1. - 2. * margin / float(gridSize.x);
texCoord = margin / float(gridSize.x) + ratio * (0.5 * (pos + vec2(1, 1)));
gl_Position = mvp * vec4(pos, 0, 1);
}