Use varyings for masks instead of overloading gl_TexCoord.
This commit is contained in:
@@ -1,6 +1,9 @@
|
||||
uniform vec2 Scroll;
|
||||
uniform vec2 r1,r2; // matrix elements
|
||||
|
||||
varying vec4 TexCoord;
|
||||
varying vec4 ChannelMask;
|
||||
|
||||
vec4 DecodeChannelMask( float x )
|
||||
{
|
||||
if (x > 0.0)
|
||||
@@ -13,6 +16,6 @@ void main()
|
||||
{
|
||||
vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
|
||||
gl_Position = vec4(p.x,p.y,0,1);
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w);
|
||||
TexCoord = gl_MultiTexCoord0;
|
||||
ChannelMask = DecodeChannelMask(gl_MultiTexCoord0.w);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user