2016-06-14 12:33:11 +02:00
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#version 450
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2018-08-30 15:42:25 +02:00
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#include "compiled.inc"
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2018-02-18 19:10:14 +01:00
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2016-06-14 12:33:11 +02:00
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in vec2 pos;
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2016-06-21 13:29:27 +02:00
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uniform vec2 screenSizeInv;
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2016-06-14 12:33:11 +02:00
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out vec2 texCoord;
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2016-06-14 23:32:44 +02:00
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out vec4 offset0;
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out vec4 offset1;
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out vec4 offset2;
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2016-06-14 12:33:11 +02:00
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2020-05-11 09:03:13 +02:00
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#ifdef _InvY
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2018-12-01 12:48:29 +01:00
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#define V_DIR(v) -(v)
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#else
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#define V_DIR(v) v
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#endif
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2016-06-14 12:33:11 +02:00
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void main() {
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// Scale vertex attribute to [0-1] range
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2016-10-17 17:39:40 +02:00
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const vec2 madd = vec2(0.5, 0.5);
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2016-06-14 12:33:11 +02:00
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texCoord = pos.xy * madd + madd;
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2020-05-11 09:03:13 +02:00
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#ifdef _InvY
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2017-06-23 15:47:51 +02:00
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texCoord.y = 1.0 - texCoord.y;
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#endif
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2016-06-14 12:33:11 +02:00
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2018-12-01 12:48:29 +01:00
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offset0 = screenSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, V_DIR(-1.0)) + texCoord.xyxy;
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offset1 = screenSizeInv.xyxy * vec4( 1.0, 0.0, 0.0, V_DIR(1.0)) + texCoord.xyxy;
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offset2 = screenSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, V_DIR(-2.0)) + texCoord.xyxy;
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2016-06-14 12:33:11 +02:00
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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