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); }