🔧 Flip texture coordinates for kwin

This commit is contained in:
Simon Schneegans
2022-06-10 11:48:31 +02:00
parent 4d77635e78
commit 192719739c
+12 -14
View File
@@ -42,18 +42,17 @@ uniform int textureWidth;
uniform int textureHeight;
uniform float animationProgress;
vec2 uSize = vec2(textureWidth, textureHeight);
bool uForOpening = forOpening == 1.0;
in vec2 texcoord0;
out vec4 fragColor;
#define uProgress animationProgress
#define uPadding 0.0
#define iTexCoord texcoord0
vec2 uSize = vec2(textureWidth, textureHeight);
bool uForOpening = forOpening == 1.0;
vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
float uProgress = animationProgress;
float uPadding = 0.0;
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(sampler, coords);
vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
if (color.a > 0.0) {
color.rgb /= color.a;
@@ -75,17 +74,16 @@ uniform int textureWidth;
uniform int textureHeight;
uniform float animationProgress;
vec2 uSize = vec2(textureWidth, textureHeight);
bool uForOpening = forOpening == 1.0;
varying vec2 texcoord0;
#define uProgress animationProgress
#define uPadding 0.0
#define iTexCoord texcoord0
vec2 uSize = vec2(textureWidth, textureHeight);
bool uForOpening = forOpening == 1.0;
vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
float uProgress = animationProgress;
float uPadding = 0.0;
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(sampler, coords);
vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
if (color.a > 0.0) {
color.rgb /= color.a;