3 layout(location=0) in vec2 position;
7 uniform vec2 sample_offset;
11 // Moving the position is equivalent to moving the texture coordinate,
12 // but cheaper -- as it means some of the fullscreen quad can be clipped away.
13 vec2 adjusted_pos = position - sample_offset;
15 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
17 // 2.000 0.000 0.000 -1.000
18 // 0.000 2.000 0.000 -1.000
19 // 0.000 0.000 -2.000 -1.000
20 // 0.000 0.000 0.000 1.000
21 gl_Position = vec4(2.0 * adjusted_pos.x - 1.0, 2.0 * adjusted_pos.y - 1.0, 2.0f * (z - 0.5f), 1.0);