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author | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2012-11-02 14:25:59 +0000 |
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committer | Hans-Christoph Steiner <eighthave@users.sourceforge.net> | 2012-11-02 14:25:59 +0000 |
commit | 2c0b722536a4ec2f723c289b695b983741c678f8 (patch) | |
tree | 650e06f5837b7995a60bf51b47f5ec9de4ee9ebe /packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/nfp_33.vert | |
parent | 69101e6e7eb00acaee619d4aa815d4a85925cc60 (diff) |
commit windows binaries from old rsync auto-build setup, including Gem 0.93.1
svn path=/trunk/; revision=16520
Diffstat (limited to 'packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/nfp_33.vert')
-rw-r--r-- | packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/nfp_33.vert | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/nfp_33.vert b/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/nfp_33.vert new file mode 100644 index 00000000..68066b04 --- /dev/null +++ b/packages/noncvs/windows/extra/Gem/examples/12.multi_screen_projection/nfp_33.vert @@ -0,0 +1,37 @@ +uniform vec2 Vtl,Vbl,Vtr,Vbr,Vtc,Vbc,Vcl,Vcr,Vcc; // Vertex position +uniform vec2 Ttl,Tbl,Ttr,Tbr; // texture coordinate +uniform vec2 center; + +varying vec2 pos; + +void main() +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + + vec4 position = gl_Vertex; + position.xy += 1.; + position.xy /= 2.; + pos = position.xy; + + vec2 tex_top = mix(Ttl,Ttr,pos.x); + vec2 tex_bottom = mix(Tbl,Tbr,pos.x); + gl_TexCoord[0].st = mix(tex_top,tex_bottom, pos.y); + + vec2 pos_top1 = mix(Vtl,Vtc,position.x); + vec2 pos_top2 = mix(Vtc,Vtr,position.x); + vec2 pos_top = mix(pos_top1,pos_top2,position.x); + + vec2 pos_center1 = mix(Vcl,Vcc,position.x); + vec2 pos_center2 = mix(Vcc,Vcr,position.x); + vec2 pos_center = mix(pos_center1,pos_center2,position.x); + + vec2 pos_bottom1 = mix(Vbl,Vbc,position.x); + vec2 pos_bottom2 = mix(Vbc,Vbr,position.x); + vec2 pos_bottom = mix(pos_bottom1,pos_bottom2,position.x); + + vec2 position1 = mix(pos_top,pos_center,position.y); + vec2 position2 = mix(pos_center,pos_bottom,position.y); + position.xy = mix(position1,position2, position.y); + + gl_Position = gl_ModelViewProjectionMatrix * position; +} |