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[master] Fixed variable using reserved word in vertex shader #833

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Original file line number Diff line number Diff line change
Expand Up @@ -16,8 +16,8 @@ precision mediump float;
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec2 rad_ang;
layout(location = 2) in vec4 transforms;
layout(location = 3) in vec2 center;
layout(location = 4) in vec2 distance;
layout(location = 3) in vec2 warp_center;
layout(location = 4) in vec2 warp_distance;
layout(location = 5) in vec2 stretch;

uniform mat4 vertex_transformation;
Expand Down Expand Up @@ -47,8 +47,8 @@ void main() {
pos.y * 0.5 + 0.5 + texelOffset.y);

// Stretch on X, Y
u = (u - center.x) / stretch.x + center.x;
v = (v - center.y) / stretch.y + center.y;
u = (u - warp_center.x) / stretch.x + warp_center.x;
v = (v - warp_center.y) / stretch.y + warp_center.y;

// Warping
u += warp * 0.0035 * sin(warpTime * 0.333 + warpScaleInverse * (pos.x * warpFactors.x - pos.y * warpFactors.w));
Expand All @@ -57,17 +57,17 @@ void main() {
v += warp * 0.0035 * sin(warpTime * 0.825 + warpScaleInverse * (pos.x * warpFactors.x + pos.y * warpFactors.w));

// Rotation
float u2 = u - center.x;
float v2 = v - center.y;
float u2 = u - warp_center.x;
float v2 = v - warp_center.y;

float cosRotation = cos(rot);
float sinRotation = sin(rot);
u = u2 * cosRotation - v2 * sinRotation + center.x;
v = u2 * sinRotation + v2 * cosRotation + center.y;
u = u2 * cosRotation - v2 * sinRotation + warp_center.x;
v = u2 * sinRotation + v2 * cosRotation + warp_center.y;

// Translation
u -= distance.x;
v -= distance.y;
u -= warp_distance.x;
v -= warp_distance.y;

// Undo aspect ratio fix
u = (u - 0.5) * invAspectX + 0.5;
Expand Down
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