/** * @file blurLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; varying vec2 vary_fragcoord; uniform vec2 screen_res; void main() { //transform vertex vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; }