/** * @file giV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ varying vec2 vary_fragcoord; uniform vec2 screen_res; void main() { //transform vertex gl_Position = ftransform(); vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; gl_FrontColor = gl_Color; }