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It might be due the time since it's getting a bit late... I know I could remove the 1.0 but it is somewhere else where it goes wrong I guess..
#version 410
uniform mat4 transform;
in vec4 vertex;
in vec2 texCoord;
out vec2 vertTexCoord;
void main() {
vertTexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
gl_Position = transform * vertex;
}
// ----
#version 410
uniform sampler2D texture;
in vec2 vertTexCoord;
out vec4 fragColor;
void main() {
fragColor = texture(texture, vertTexCoord);
}
Answers
That highly depends on how you are using the shader, as the inner workings of Processing's "coordinate system" are pretty srewed up. In short: It works for filter() not for shader():
Ah thanks. I reported it on github:
https://github.com/processing/processing/issues/4002
I got a reply from codeanticode. https://github.com/processing/processing/issues/4002
Instead of just inverting the V value from the screen sized quad you'd have to do a mat4 multiplication for any rendered vertex... Processing. :(
Yeah kinda sucks...
Looked at PGraphicsOpenGL's filter() function, they would have to change the following code:
to
Ok, I posted that on github. They like me less each day I guess :)
Not less than moi! They're very aggressive towards any requests about changing the way they did things!
And the most insidious disease among many GitHub repositories:
Replying & closing an issue at once rather than giving some days for the OP to close it on his/her own!
Yeah like you said before to someone "watch out they bite hard" :)