blur.vert 368 B

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  1. #version 130
  2. varying vec2 vTexCoord;
  3. // remember that you should draw a screen aligned quad
  4. void main(void)
  5. {
  6. //gl_Position = ftransform();;
  7. // Clean up inaccuracies
  8. vec2 Pos = sign(gl_Vertex.xy) * 2.0;
  9. Pos.x -= 1.0;
  10. Pos.y -= 1.0;
  11. gl_Position = vec4(Pos, 0.0, 1.0);
  12. // Image-space
  13. vTexCoord = vec2(Pos.x * 0.5 + 0.5, Pos.y * 0.5 + 0.5);
  14. }