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Previously, transformation_matrix was incorrectly applied to texture sampling coordinates, which led to transformations seemingly moving in the opposite position, and an undesirable GL_CLAMP_TO_EDGE behavior when sampling outside the edge of the texture. PiperOrigin-RevId: 413653360
22 lines
868 B
GLSL
22 lines
868 B
GLSL
// Copyright 2021 The Android Open Source Project
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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attribute vec4 a_position;
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attribute vec4 a_texcoord;
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uniform mat4 tex_transform;
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uniform mat4 transformation_matrix;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = transformation_matrix * a_position;
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v_texcoord = (tex_transform * a_texcoord).xy;
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}
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