efl/src/modules/evas/engines/gl_common/shader/map_mask_vert.shd

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#ifdef GL_ES
precision highp float;
#endif
attribute vec4 vertex, color;
attribute vec2 tex_coord, tex_coordm, tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec4 mask_Position, col, mask_Absolute;
void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
col = color;
// Assume Y-invert on mask, normalize (screen to texture mode coordinates)
mask_Position = mvp * vertex * vec4(0.5, -0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
mask_Absolute = vec4(tex_coordm, tex_sample); // x, y, 1/w, 1/h on canvas in GL coords
}