mirror of
https://github.com/processing/processing4.git
synced 2026-02-18 21:05:36 +01:00
55 lines
1.6 KiB
GLSL
55 lines
1.6 KiB
GLSL
/*
|
|
Part of the Processing project - http://processing.org
|
|
|
|
Copyright (c) 2011-13 Ben Fry and Casey Reas
|
|
|
|
This library is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License version 2.1 as published by the Free Software Foundation.
|
|
|
|
This library is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General
|
|
Public License along with this library; if not, write to the
|
|
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
|
|
Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
#define PROCESSING_POINT_SHADER
|
|
|
|
uniform mat4 projection;
|
|
uniform mat4 modelview;
|
|
|
|
uniform vec4 viewport;
|
|
uniform int perspective;
|
|
|
|
attribute vec4 vertex;
|
|
attribute vec4 color;
|
|
attribute vec2 offset;
|
|
|
|
varying vec4 vertColor;
|
|
|
|
vec4 windowToClipVector(vec2 window, vec4 viewport, float clipw) {
|
|
vec2 xypos = (window / viewport.zw) * 2.0;
|
|
return vec4(xypos, 0.0, 0.0) * clipw;
|
|
}
|
|
|
|
void main() {
|
|
vec4 pos = modelview * vertex;
|
|
vec4 clip = projection * pos;
|
|
|
|
if (0 < perspective) {
|
|
// Perspective correction (points will look thiner as they move away
|
|
// from the view position).
|
|
gl_Position = clip + projection * vec4(offset.xy, 0, 0);
|
|
} else {
|
|
// No perspective correction.
|
|
vec4 offset = windowToClipVector(offset.xy, viewport, clip.w);
|
|
gl_Position = clip + offset;
|
|
}
|
|
|
|
vertColor = color;
|
|
} |