blob: 11e91d833c7bf26464ed58b7bf8fb2a0207a85fd [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <impeller/conversions.glsl>
#include <impeller/types.glsl>
// A shader that computes texture UVs from a normalizing transform.
uniform FrameInfo {
mat4 mvp;
// A normlizing transform created from the texture bounds and effect transform
mat4 uv_transform;
float texture_sampler_y_coord_scale;
}
frame_info;
in vec2 position;
out vec2 v_texture_coords;
void main() {
gl_Position = frame_info.mvp * vec4(position, 0.0, 1.0);
vec2 texture_coords = (frame_info.uv_transform * vec4(position, 0.0, 1.0)).xy;
v_texture_coords =
IPRemapCoords(texture_coords, frame_info.texture_sampler_y_coord_scale);
}