31 lines
610 B
GLSL
31 lines
610 B
GLSL
#if NEW_SHADER_INTERFACE
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#define I in
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#define O out
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#define V(x) x
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#else
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#define I attribute
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#define O varying
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#define V(x) vec3(x)
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#endif
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_screen_size;
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I vec2 a_pos;
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I vec4 a_srgba; // 0-255 sRGB
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I vec2 a_tc;
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O vec4 v_rgba_in_gamma;
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O vec2 v_tc;
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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v_rgba_in_gamma = a_srgba / 255.0;
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v_tc = a_tc;
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}
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