3 layout(location=0) in vec2 position;
5 uniform vec2 chroma_offset_0;
6 uniform vec2 chroma_offset_1;
10 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
12 // 2.000 0.000 0.000 -1.000
13 // 0.000 2.000 0.000 -1.000
14 // 0.000 0.000 -2.000 -1.000
15 // 0.000 0.000 0.000 1.000
16 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
17 vec2 flipped_tc = position;
18 tc0 = flipped_tc + chroma_offset_0;
19 tc1 = flipped_tc + chroma_offset_1;