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/*
* kmscon - Vertex Shader
*
* Copyright (c) 2011-2012 David Herrmann <dh.herrmann@googlemail.com>
* Copyright (c) 2011 University of Tuebingen
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files
* (the "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Vertex Shader
* This shader is a very basic vertex shader which forwards all data and
* performs basic matrix multiplications.
*/
uniform mat4 projection;
attribute vec2 position;
attribute vec2 texture_position;
varying vec2 texpos;
void main()
{
gl_Position = projection * vec4(position, 0.0, 1.0);
texpos = texture_position;
}
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