2 #extension GL_ARB_shader_viewport_layer_array : require
4 layout(location=0) in vec2 position;
5 out vec3 tc0, tc_left0, tc_down0;
6 out vec3 tc1, tc_left1, tc_down1;
9 uniform sampler2DArray diffusivity_tex;
13 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
15 // 2.000 0.000 0.000 -1.000
16 // 0.000 2.000 0.000 -1.000
17 // 0.000 0.000 -2.000 -1.000
18 // 0.000 0.000 0.000 1.000
19 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
20 gl_Layer = gl_InstanceID;
22 const vec2 half_texel = 0.5f / textureSize(diffusivity_tex, 0).xy;
25 vec2 tc_left = vec2(tc.x - half_texel.x, tc.y);
26 vec2 tc_down = vec2(tc.x, tc.y - half_texel.y);
28 // Adjust for different texel centers.
29 tc0 = vec3(tc.x - half_texel.x, tc.y, gl_InstanceID);
30 tc_left0 = vec3(tc_left.x - half_texel.x, tc_left.y, gl_InstanceID);
31 tc_down0 = vec3(tc_down.x - half_texel.x, tc_down.y, gl_InstanceID);
33 tc1 = vec3(tc.x + half_texel.x, tc.y, gl_InstanceID);
34 tc_left1 = vec3(tc_left.x + half_texel.x, tc_left.y, gl_InstanceID);
35 tc_down1 = vec3(tc_down.x + half_texel.x, tc_down.y, gl_InstanceID);
37 line_offset = position.y * textureSize(diffusivity_tex, 0).y - 0.5f;