/** * @file postDeferredV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ 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; }