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Made an attempt at correctly mapping to eye coordinates.

This commit is contained in:
Thomas Harte 2016-04-17 17:21:24 -04:00
parent ece51917fa
commit a8fbd82a3d

View File

@ -359,7 +359,8 @@ char *OpenGLOutputBuilder::get_input_vertex_shader()
"ivec2 textureSize = textureSize(texID, 0);"
"inputPositionVarying = vec2(inputPosition.x / textureSize.x, (inputPosition.y + 0.5) / textureSize.y);"
"gl_Position = vec4(outputPosition / outputTextureSize, 0.0, 1.0);"
"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0);"
"gl_Position = vec4(eyePosition, 0.0, 1.0);"
"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAndAmplitude.x) * 2.0 * 3.141592654;"
"}");
}