Fullscreen
Mode
attribute vec3 position;
attribute vec2 texcoord;
uniform mat4 modelViewProjectionMatrix;
varying vec2 fragTexCoord;
void main()
{
vec2 pos = sign(position.xy);
fragTexCoord = texcoord;
gl_Position = vec4((pos.x/2.0)-0.5, pos.y, 0.0, 1.0);
// gl_Position = vec4((pos.x - 1.0) / 2.0, pos.y, 0.0, 1.0);
//gl_Position = vec4(pos.xy / 4.0 + vec2(-0.75,0.75), 0.0, 1.0);
}
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D tex;
uniform float leftEye;
varying vec2 fragTexCoord;
void main()
{
gl_FragColor = texture2D(tex, fragTexCoord);
}
attribute vec3 position;
attribute vec2 texcoord;
uniform mat4 modelViewProjectionMatrix;
varying vec2 fragTexCoord;
void main()
{
vec2 pos = sign(position.xy);
fragTexCoord = texcoord;
gl_Position = vec4((pos.x + 1.0) / 2.0, pos.y, 0.0, 1.0);
}