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// 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/types.glsl>
uniform FrameInfo {
mat4 mvp;
float depth;
}
frame_info;
in vec2 position;
out vec2 v_position;
void main() {
gl_Position = frame_info.mvp * vec4(position, 0.0, 1.0);
gl_Position /= gl_Position.w;
gl_Position.z = frame_info.depth;
// The fragment stage uses local coordinates to compute the blur.
v_position = position;
}