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maszyna/shaders/traction.frag
2018-07-23 01:22:36 +02:00

18 lines
328 B
GLSL

#version 330
#include <common>
in vec4 f_clip_pos;
in vec4 f_clip_future_pos;
void main()
{
gl_FragData[0] = param[0];
{
vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
gl_FragData[1] = vec4(a - b, 0.0f, 0.0f);
}
}