/** * @file giV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; attribute vec4 diffuse_color; attribute vec2 texcoord0; 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; vec4 tex = vec4(texcoord0,0,1); tex.w = 1.0; gl_FrontColor = diffuse_color; }