uniform mat4 g_WorldViewProjectionMatrix; | |
uniform vec2 g_Resolution; | |
uniform float m_SubPixelShift; | |
attribute vec4 inPosition; | |
attribute vec2 inTexCoord; | |
varying vec2 texCoord; | |
varying vec4 posPos; | |
void main() { | |
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0); | |
texCoord = inTexCoord; | |
vec2 rcpFrame = vec2(1.0) / g_Resolution; | |
posPos.xy = inTexCoord.xy; | |
posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift)); | |
} |