Bliss-Shader/shaders/composite8.vsh

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#version 120
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#include "/lib/settings.glsl"
#include "/lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
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varying vec2 texcoord;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.0))/BLOOM_QUALITY;
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gl_Position = ftransform();
//0-0.25
gl_Position.y = (gl_Position.y*0.5+0.5)*0.25/clampedRes.y*1080.0*2.0-1.0;
//0-0.5
gl_Position.x = (gl_Position.x*0.5+0.5)*0.5/clampedRes.x*1920.0*2.0-1.0;
texcoord = gl_MultiTexCoord0.xy/clampedRes*vec2(1920.,1080.);
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}