} Compositor;
static const char *vshader_src =
- "#version 150\n"
+ "#version 130\n"
"uniform vec4 geometry;\n"
"in vec2 vertex;\n"
"in vec2 texture_coord;\n"
"}\n";
static const char *fshader_src =
- "#version 150\n"
+ "#version 130\n"
"uniform sampler2D image;\n"
"in vec2 texcoord;\n"
"out vec4 frag_color;\n"
"}\n";
static const char *masked_fshader_src =
- "#version 150\n"
+ "#version 130\n"
"uniform sampler2D image;\n"
"uniform sampler2D mask;\n"
"in vec2 texcoord;\n"
{
i = 1+(1+y*2+x)*3;
monitor->geometry_data[i] = ((x-0.5f)*distance/monitor->perspective)*10000;
- monitor->geometry_data[i+1] = (eye[1]+look[1]*distance-(y-0.5f)*look[2]*distance/monitor->perspective/aspect)*10000;
- monitor->geometry_data[i+2] = (eye[2]+look[2]*distance+(y-0.5f)*look[1]*distance/monitor->perspective/aspect)*10000;
+ monitor->geometry_data[i+1] = (eye[1]+look[1]*distance-(y-monitor->vertical_center)*look[2]*distance/monitor->perspective/aspect)*10000;
+ monitor->geometry_data[i+2] = (eye[2]+look[2]*distance+(y-monitor->vertical_center)*look[1]*distance/monitor->perspective/aspect)*10000;
}
for(i=0; i<(t+1)*(t+1)*3; ++i)
monitor->geometry_data[16+i] = vertex_data[i]*10000;