uniform float viewWidth; uniform float viewHeight; //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { //Improves performances and makes sure bloom radius stays the same at high resolution (>1080p) vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.)); gl_Position = ftransform(); //*0.51 to avoid errors when sampling outside since clearing is disabled gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26/clampedRes*vec2(1920.0,1080.)*2-1.0; }