HDNes/shader/hdnesSPV.glsl

21 lines
395 B
GLSL

#version 330
in vec3 position;
in vec4 textCoord;
smooth out vec4 texcoord;
smooth out vec3 realcoord;
void main()
{
vec2 a;
a.x = (position.x / 128.0) - 1.0;
a.y = (position.y / 120.0) + 1.0;
gl_Position = vec4(a.xy, position.z / 20.0, 1.0);
texcoord = vec4(textCoord.xy, position.z / 20.0, textCoord.z);
realcoord = vec3(a.x, -position.y / 256.0, textCoord.w);
}