Index: remoting/client/opengl/tex_coord_to_view.vert |
diff --git a/remoting/client/opengl/tex_coord_to_view.vert b/remoting/client/opengl/tex_coord_to_view.vert |
new file mode 100644 |
index 0000000000000000000000000000000000000000..726a55b8593462c2f83330187bf134272513e6b8 |
--- /dev/null |
+++ b/remoting/client/opengl/tex_coord_to_view.vert |
@@ -0,0 +1,31 @@ |
+// Copyright 2016 The Chromium Authors. All rights reserved. |
Sergey Ulanov
2016/06/27 23:15:30
Do you need to put shaders in separate files? Why
Yuwei
2016/06/28 01:31:20
I feel like it is more maintainable in this way...
Sergey Ulanov
2016/06/30 00:34:52
This is great stuff, but I don't think we need it.
Yuwei
2016/07/07 22:07:45
Done. Moved shaders into GlCanvas.
|
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+// Region of the texture to be used (normally the whole texture). |
+varying vec2 v_texCoord; |
+attribute vec2 a_texCoord; |
+ |
+// Positions to draw the texture on the texture coordinates. |
+attribute vec2 a_position; |
+ |
+uniform mat3 u_transform; |
+void main() |
+{ |
+ v_texCoord = a_texCoord; |
+ |
+ // (2D) Add projection dimension with value 1. |
+ vec3 trans_position = u_transform * vec3(a_position, 1.0); |
+ |
+ // (2D) convert texture position [0, 1] to view position [-1, 1]. |
+ trans_position = 2.0 * trans_position - 1.0; |
+ |
+ // (2D) Flips the texture. |
+ trans_position.y *= -1.0; |
+ |
+ // (3D) Set z coordinate to 0. |
+ trans_position.z = 0.0; |
Sergey Ulanov
2016/06/27 23:15:30
I think all operations above can be represented as
Yuwei
2016/06/28 01:31:20
That's a good point. Everything here is just linea
|
+ |
+ // (3D) Add projection dimension with value 1. |
+ gl_Position = vec4(trans_position, 1.0); |
+} |