stk-code_catmod/data/shaders/mlaa_offset.vert

17 lines
413 B
GLSL

#version 330 compatibility
uniform vec2 PIXEL_SIZE;
uniform mat4 ModelViewProjectionMatrix;
out vec4 offset[2];
out vec2 uv;
void main() {
gl_Position = ModelViewProjectionMatrix * gl_Vertex;
vec4 invy = gl_MultiTexCoord0;
// invy.y = 1.0 - invy.y;
uv = invy.st;
offset[0] = invy.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, 1.0);
offset[1] = invy.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, -1.0);
}