"varying vec2 opos;"
"void main(void)"
"{"
- " opos = vec2((position.x + 1.0)/2.0, ((-1.0 * position.y) + 1.0)/2.0);"
+ " opos = texpos;"
" gl_Position = vec4(position, 1.0);"
"}"
};
eglglessink->coordarray[3].z = 0;
eglglessink->texarray[0].x = 1;
- eglglessink->texarray[0].y = 1;
+ eglglessink->texarray[0].y = 0;
eglglessink->texarray[1].x = 1;
- eglglessink->texarray[1].y = -1;
+ eglglessink->texarray[1].y = 1;
- eglglessink->texarray[2].x = -1;
- eglglessink->texarray[2].y = 1;
+ eglglessink->texarray[2].x = 0;
+ eglglessink->texarray[2].y = 0;
- eglglessink->texarray[3].x = -1;
- eglglessink->texarray[3].y = -1;
+ eglglessink->texarray[3].x = 0;
+ eglglessink->texarray[3].y = 1;
eglglessink->indexarray[0] = 0;
eglglessink->indexarray[1] = 1;