#version 450 core
-in vec2 position;
+layout(location=0) in vec2 position;
out vec2 flow_tc;
out vec2 patch_center;
-uniform vec2 flow_size;
+uniform sampler2D flow_tex;
+uniform vec2 out_flow_size;
void main()
{
//
// a = 1 / (w - 1)
// b = w / 2 (w - 1)
- 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: