diff options
author | SmileTheory <SmileTheory@gmail.com> | 2016-04-05 02:37:05 -0700 |
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committer | Tim Angus <tim@ngus.net> | 2016-04-07 11:54:15 +0100 |
commit | e1c7b8c9bd19f0e4d9b763d1f30c175e49c5397d (patch) | |
tree | 7255d93bc36493c9c82a6e95f09df93477179a6a /src/renderergl2/glsl/depthblur_vp.glsl | |
parent | 137f8bc53e9895826548d0f398d6faaa36215bb5 (diff) |
OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
Diffstat (limited to 'src/renderergl2/glsl/depthblur_vp.glsl')
-rw-r--r-- | src/renderergl2/glsl/depthblur_vp.glsl | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/renderergl2/glsl/depthblur_vp.glsl b/src/renderergl2/glsl/depthblur_vp.glsl index ba0b6c56..9c47660c 100644 --- a/src/renderergl2/glsl/depthblur_vp.glsl +++ b/src/renderergl2/glsl/depthblur_vp.glsl @@ -8,7 +8,8 @@ varying vec2 var_ScreenTex; void main() { gl_Position = attr_Position; - var_ScreenTex = (floor(attr_TexCoord0.xy * (1.0 / u_ViewInfo.zw - vec2(1.0))) + vec2(0.5)) * u_ViewInfo.zw; + vec2 wh = vec2(1.0) / u_ViewInfo.zw - vec2(1.0); + var_ScreenTex = (floor(attr_TexCoord0.xy * wh) + vec2(0.5)) * u_ViewInfo.zw; //vec2 screenCoords = gl_Position.xy / gl_Position.w; //var_ScreenTex = screenCoords * 0.5 + 0.5; |