Files
oak-editor/app/shaders/rgbwaveform.vert
T
itsmattkc 065fc9e10e miscellaneous shader changes
Since sequence resolution is provided to the nodes now, it no longer needs to be a global in the shaders
Removed some unused shaders
Added default params to ShaderCode to allow skipping types that aren't used
2020-11-22 10:31:37 +11:00

27 lines
524 B
GLSL

uniform float waveform_scale;
in vec4 a_position;
in vec2 a_texcoord;
out vec2 ove_texcoord;
mat4 scale_mat4(vec3 scale) {
return mat4(
scale.x, 0.0, 0.0, 0.0,
0.0, scale.y, 0.0, 0.0,
0.0, 0.0, scale.z, 0.0,
0.0, 0.0, 0.0, 1.0
);
}
void main() {
// Create identity matrix
mat4 transform = mat4(1.0);
// Scale the scope
transform *= scale_mat4(vec3(waveform_scale, waveform_scale, 1.0));
gl_Position = transform * a_position;
ove_texcoord = a_texcoord;
}