#version 450 // pathfinder/shaders/reproject.fs.glsl // // Copyright © 2019 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. precision highp float; #ifdef GL_ES precision highp sampler2D; #endif layout(set=0, binding=1) uniform uOldTransform { mat4 oldTransform; }; layout(set=0, binding=2) uniform texture2D uTexture; layout(set=0, binding=3) uniform sampler uSampler; in vec2 vTexCoord; out vec4 oFragColor; void main() { vec4 normTexCoord = oldTransform * vec4(vTexCoord, 0.0, 1.0); vec2 texCoord = ((normTexCoord.xy / normTexCoord.w) + 1.0) * 0.5; oFragColor = texture(sampler2D(uTexture, uSampler), texCoord); }