zcover.vert.0.glsl150 1.1 KB

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  1. #version 150
  2. struct m3x2
  3. {
  4. vec3 r0;
  5. vec3 r1;
  6. };
  7. struct Block
  8. {
  9. vec4 transform;
  10. vec4 uvCoverTransform;
  11. vec4 uvTransformR1;
  12. vec4 uvTransformR2;
  13. float fbo;
  14. };
  15. uniform Block _block;
  16. in vec2 pos;
  17. out vec2 vUV;
  18. in vec2 uv;
  19. out vec2 vCoverUV;
  20. vec3 transform3x2(m3x2 t, vec3 v)
  21. {
  22. return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
  23. }
  24. void main()
  25. {
  26. vec2 p = vec2((pos * _block.transform.xy) + _block.transform.zw);
  27. if (_block.fbo != 0.0)
  28. {
  29. m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
  30. vec3 param_1 = vec3(p, 0.0);
  31. gl_Position = vec4(transform3x2(param, param_1), 1.0);
  32. }
  33. else
  34. {
  35. m3x2 param_2 = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, -1.0, 0.0));
  36. vec3 param_3 = vec3(p, 0.0);
  37. gl_Position = vec4(transform3x2(param_2, param_3), 1.0);
  38. }
  39. m3x2 param_4 = m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz);
  40. vec3 param_5 = vec3(uv, 1.0);
  41. vUV = transform3x2(param_4, param_5).xy;
  42. vec3 uv3 = vec3(uv, 1.0);
  43. vCoverUV = ((uv3 * vec3(_block.uvCoverTransform.xy, 1.0)) + vec3(_block.uvCoverTransform.zw, 0.0)).xy;
  44. }