2020-05-07 19:33:03 -04:00
|
|
|
#version {{version}}
|
|
|
|
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
precision highp float;
|
2020-05-08 19:59:01 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2020-05-07 19:33:03 -04:00
|
|
|
|
|
|
|
uniform mat4 uOldTransform;
|
|
|
|
uniform sampler2D uTexture;
|
|
|
|
|
|
|
|
in vec2 vTexCoord;
|
|
|
|
|
|
|
|
out vec4 oFragColor;
|
|
|
|
|
|
|
|
void main(){
|
|
|
|
vec4 normTexCoord = uOldTransform * vec4(vTexCoord, 0.0, 1.0);
|
|
|
|
vec2 texCoord =((normTexCoord . xy / normTexCoord . w)+ 1.0)* 0.5;
|
|
|
|
oFragColor = texture(uTexture, texCoord);
|
|
|
|
}
|
|
|
|
|