// (c)2011-2012 Cyrille Henry & Marian Weger // part of EXTENDED VIEW TOOLKIT // gpl v3 uniform vec2 Vtl,Vbl,Vtr,Vbr,Vtc,Vbc,Vcl,Vcr,Vcc; // Vertex position uniform vec2 Ttl,Tbl,Ttr,Tbr; // texture coordinate uniform vec2 weight; varying vec2 pos; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 position = gl_Vertex; position.xy += 1.; position.xy /= 2.; pos = (gl_Vertex.xy+vec2(1.))/2.; vec2 tex_position = position.xy; // tex_position.x = (tex_position.x+1.)/2.; // tex_position.y = (tex_position.y+1.)/2.; if (weight.x >= 0.) { tex_position.x = (tex_position.x - (weight.x * tex_position.x)) / (1. - (weight.x * tex_position.x)); } else { tex_position.x = 1. - (((1. - tex_position.x) + (weight.x * (1. - tex_position.x))) / (1. + (weight.x * (1. - tex_position.x)))); } if (weight.y <= 0.) { tex_position.y = (tex_position.y + (weight.y * tex_position.y)) / (1. + (weight.y * tex_position.y)); } else { tex_position.y = 1. - (((1. - tex_position.y) - (weight.y * (1. - tex_position.y))) / (1. - (weight.y * (1. - tex_position.y)))); } vec2 tex_top = mix(Ttl,Ttr,tex_position.x); vec2 tex_bottom = mix(Tbl,Tbr,tex_position.x); gl_TexCoord[0].st = mix(tex_top,tex_bottom, tex_position.y); vec2 pos_top1 = mix(Vtl,Vtc,position.x); vec2 pos_top2 = mix(Vtc,Vtr,position.x); vec2 pos_top = mix(pos_top1,pos_top2,position.x); vec2 pos_center1 = mix(Vcl,Vcc,position.x); vec2 pos_center2 = mix(Vcc,Vcr,position.x); vec2 pos_center = mix(pos_center1,pos_center2,position.x); vec2 pos_bottom1 = mix(Vbl,Vbc,position.x); vec2 pos_bottom2 = mix(Vbc,Vbr,position.x); vec2 pos_bottom = mix(pos_bottom1,pos_bottom2,position.x); vec2 position1 = mix(pos_top,pos_center,position.y); vec2 position2 = mix(pos_center,pos_bottom,position.y); position.xy = mix(position1,position2, position.y); gl_Position = gl_ModelViewProjectionMatrix * position; }