"void main()\n"
"{\n"
- " vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n;\n"
+ " vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n"
// Get the rect coords of the effect region in -1..1 range, i.e. circle centred around the center of the rect
// Done in the vertex shader itself to make use of gl interpolation for varying.
" vCentredCoord = vec2( ( (vTexCoord.x - uEffectRegion.x)/(uEffectRegion.z - uEffectRegion.x) * 2.0 - 1.0 ), ( (vTexCoord.y - uEffectRegion.y)/(uEffectRegion.w - uEffectRegion.y) * 2.0 - 1.0 ) );\n"
- " gl_Position = uMvpMatrix * vec4(aPosition*uSize.xy, 0.0, 1.0);\n"
+ " gl_Position = uMvpMatrix * vec4(aPosition, 1.0);\n"
"}\n";
std::string fragmentSourceFixed;