//Copyright 2014 JogAmp Community. All rights reserved. #if __VERSION__ >= 130 #define attribute in #define varying out #endif uniform vec2 svr_EyeToSourceUVScale; uniform vec2 svr_EyeToSourceUVOffset; attribute vec2 svr_Position; attribute vec2 svr_Params; attribute vec2 svr_TexCoordR; varying vec3 svv_Fade; varying vec2 svv_TexCoordR; void main(void) { gl_Position = vec4(svr_Position.xy, 0.5, 1.0); svv_Fade = vec3(svr_Params.r); // vignetteFade // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) svv_TexCoordR = svr_TexCoordR * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset; svv_TexCoordR.y = 1.0-svv_TexCoordR.y; }