eaglercraft-1.8-workspace/desktopRuntime/resources/assets/eagler/glsl/texture_blit.vsh

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#line 2
/*
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* Copyright (c) 2023-2024 lax1dude. All Rights Reserved.
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*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
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EAGLER_VSH_LAYOUT_BEGIN()
EAGLER_IN(0, vec2, a_position2f)
EAGLER_VSH_LAYOUT_END()
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EAGLER_OUT(vec2, v_texCoords2f)
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uniform vec4 u_srcCoords4f;
uniform vec4 u_dstCoords4f;
void main() {
vec2 uv = a_position2f * 0.5 + 0.5;
v_texCoords2f = u_srcCoords4f.xy + u_srcCoords4f.zw * uv;
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EAGLER_VERT_POSITION = vec4(u_dstCoords4f.xy + u_dstCoords4f.zw * uv, 0.0, 1.0);
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}