mkxp/shader/blurH.vert

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GLSL
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uniform mat4 projMat;
uniform vec2 texSizeInv;
attribute vec2 position;
attribute vec2 texCoord;
varying vec2 v_texCoord;
varying vec2 v_blurCoord[2];
void main()
{
gl_Position = projMat * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv;
v_blurCoord[0] = vec2(texCoord.x-1, texCoord.y) * texSizeInv;
v_blurCoord[1] = vec2(texCoord.x+1, texCoord.y) * texSizeInv;
}