// Input texture uniform sampler2D ove_maintex; uniform sampler2D tex_in; uniform bool perspective_in; // Input texture coordinate in vec2 ove_texcoord; out vec4 frag_color; in vec2 q; in vec2 b1; in vec2 b2; in vec2 b3; float Wedge2D(vec2 v, vec2 w) { return (v.x*w.y) - (v.y*w.x); } void main() { if(perspective_in){ frag_color = texture(tex_in, ove_texcoord); } else { float A = Wedge2D(b2, b3); float B = Wedge2D(b3, q) - Wedge2D(b1, b2); float C = Wedge2D(b1, q); vec2 uv; // solve for v if (abs(A) < 0.001) { uv.y = -C/B; } else { float discrim = B*B - 4.0*A*C; uv.y = 0.5 * (-B + sqrt(discrim)) / A; } // solve for u vec2 denom = b1 + uv.y * b3; if (abs(denom.x) > abs(denom.y)) { uv.x = (q.x - b2.x * uv.y) / denom.x; } else { uv.x = (q.y - b2.y * uv.y) / denom.y; } uv.y = 1.0 - uv.y; frag_color = texture(tex_in, uv); } }