Files
2025-04-29 13:39:02 -05:00

35 lines
1.2 KiB
GLSL

#include "common.h"
#include "common_perspective.h"
uniform mat4 g_ModelViewProjectionMatrix;
#if MASK
uniform vec4 g_Texture3Resolution;
#endif
uniform vec2 g_Point0; // {"material":"point0","label":"p0","default":"0.67728 0.01297","require":{"DIRECTDRAW":0}}
uniform vec2 g_Point1; // {"material":"point1","label":"p1","default":"0.76007 0.14043","require":{"DIRECTDRAW":0}}
uniform vec2 g_Point2; // {"material":"point2","label":"p2","default":"0.46654 1.09592","require":{"DIRECTDRAW":0}}
uniform vec2 g_Point3; // {"material":"point3","label":"p3","default":"0.16363 0.44881","require":{"DIRECTDRAW":0}}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec4 v_TexCoord;
varying vec3 v_TexCoordFx;
void main() {
mat3 xform = inverse(squareToQuad(g_Point0, g_Point1, g_Point2, g_Point3));
v_TexCoord = a_TexCoord.xyxy;
v_TexCoordFx = mul(vec3(a_TexCoord.xy, 1.0), xform);
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
#if MASK
v_TexCoord.zw = vec2(a_TexCoord.x * g_Texture3Resolution.z / g_Texture3Resolution.x,
a_TexCoord.y * g_Texture3Resolution.w / g_Texture3Resolution.y);
#endif
}