out vec2 patch_center;
uniform sampler2D flow_tex;
+uniform vec2 out_flow_size;
void main()
{
//
// a = 1 / (w - 1)
// b = w / 2 (w - 1)
- vec2 flow_size = textureSize(flow_tex, 0);
- vec2 a = flow_size / (flow_size - 1);
- vec2 b = -1.0 / (2 * (flow_size - 1.0));
+ vec2 a = out_flow_size / (out_flow_size - 1);
+ vec2 b = -1.0 / (2 * (out_flow_size - 1.0));
patch_center = a * position + b;
// The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: