#version 120 #include "lib/settings.glsl" #include "lib/res_params.glsl" uniform float viewWidth; uniform float viewHeight; varying vec2 texcoord; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.0))/BLOOM_QUALITY; 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.); }