mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-05 18:00:41 +01:00
25 lines
815 B
GLSL
25 lines
815 B
GLSL
|
|
||
|
// Pass to fragment shader with the same name
|
||
|
varying vec2 TexCoords;
|
||
|
|
||
|
void main(void)
|
||
|
{
|
||
|
gl_Position = gl_Vertex;
|
||
|
|
||
|
// The origin of the texture coordinates locates at bottom-left
|
||
|
// corner rather than top-left corner as defined on screen quad.
|
||
|
// Instead of using texture coordinates passed in by OpenGL, we
|
||
|
// calculate TexCoords based on vertex position as follows.
|
||
|
//
|
||
|
// Vertex[0] (-1, -1) to (0, 0)
|
||
|
// Vertex[1] (-1, 1) to (0, 1)
|
||
|
// Vertex[2] ( 1, 1) to (1, 1)
|
||
|
// Vertex[3] ( 1, -1) to (1, 0)
|
||
|
//
|
||
|
// Texture coordinate system in OpenGL operates differently from
|
||
|
// DirectX 3D. It is not necessary to offset TexCoords to texel
|
||
|
// center by adding 1.0 / TextureSize / 2.0
|
||
|
|
||
|
TexCoords = (gl_Vertex.xy * 0.5 + 0.5);
|
||
|
}
|