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      1 varying vec2 varTex0;
      2 varying vec2 varTex1;
      3 varying vec2 varTex2;
      4 varying vec2 varTex3;
      5 
      6 vec2 mul(vec4 uni, vec2 attr, float idx, vec2 offset)
      7 {
      8     float invz = 0.35 + idx*0.05;
      9     return vec2(
     10         0.5 + 0.5 * invz * (uni.z * ( uni.y * (attr.x + offset.x) + uni.x * (attr.y + offset.y))) + uni.w,
     11         0.5 + 0.5 * invz * (uni.z * (-uni.x * (attr.x + offset.x) + uni.y * (attr.y + offset.y))));
     12 }
     13 
     14 void main() {
     15     varTex0 = mul(UNI_layer0, ATTRIB_position.xy, 1.0, UNI_panoffset);
     16     varTex1 = mul(UNI_layer1, ATTRIB_position.xy, 2.0, UNI_panoffset);
     17     varTex2 = mul(UNI_layer2, ATTRIB_position.xy, 3.0, UNI_panoffset);
     18     varTex3 = mul(UNI_layer3, ATTRIB_position.xy, 4.0, UNI_panoffset);
     19     gl_Position = ATTRIB_position;
     20 }
     21