1 | /******************************************************************************
|
---|
2 | Copyright (c) W.J. van der Laan
|
---|
3 |
|
---|
4 | Permission is hereby granted, free of charge, to any person obtaining a copy of
|
---|
5 | this software and associated documentation files (the "Software"), to deal in
|
---|
6 | the Software without restriction, including without limitation the rights to use,
|
---|
7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
|
---|
8 | Software, and to permit persons to whom the Software is furnished to do so, subject
|
---|
9 | to the following conditions:
|
---|
10 |
|
---|
11 | The above copyright notice and this permission notice shall be included in all copies
|
---|
12 | or substantial portions of the Software.
|
---|
13 |
|
---|
14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
---|
15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
|
---|
16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
---|
17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
---|
18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
|
---|
19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
---|
20 | ******************************************************************************/
|
---|
21 | /** Deferred shading framework
|
---|
22 | // W.J. :wumpus: van der Laan 2005 //
|
---|
23 |
|
---|
24 | Post shader: Generic fullscreen quad
|
---|
25 | */
|
---|
26 | varying vec2 texCoord;
|
---|
27 | varying vec3 projCoord;
|
---|
28 |
|
---|
29 | uniform mat4 invProj;
|
---|
30 |
|
---|
31 | void main()
|
---|
32 | {
|
---|
33 | vec2 inPos = sign(gl_Vertex.xy);
|
---|
34 | gl_Position = vec4(inPos.xy, 0.0, 1.0);
|
---|
35 |
|
---|
36 | texCoord = (vec2(inPos.x, -inPos.y) + 1.0)/2.0;
|
---|
37 |
|
---|
38 | // Projection coordinates
|
---|
39 | // Inverted projection matrix
|
---|
40 | // These interpolate over the frustrum plane for w=1
|
---|
41 | projCoord = vec3(invProj*vec4(inPos.x, inPos.y, 0, 1));
|
---|
42 | }
|
---|