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diff --git a/DOCS/man/vo.rst b/DOCS/man/vo.rst
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+++ b/DOCS/man/vo.rst
@@ -763,14 +763,26 @@ Available video output drivers are:
definitions to that shader pass, where NAME is the name of the bound
texture:
- sampler NAME
- The bound texture itself.
+ vec4 NAME_tex(vec2 pos)
+ The sampling function to use to access the texture at a certain
+ spot (in texture coordinate space, range [0,1]). This takes care
+ of any necessary normalization conversions.
+ vec4 NAME_texOff(vec2 offset)
+ Sample the texture at a certain offset in pixels. This works like
+ NAME_tex but additionally takes care of necessary rotations, so
+ that sampling at e.g. vec2(-1,0) is always one pixel to the left.
vec2 NAME_pos
The local texture coordinate of that texture, range [0,1].
vec2 NAME_size
The (rotated) size in pixels of the texture.
+ mat2 NAME_rot
+ The rotation matrix associated with this texture. (Rotates
+ pixel space to texture coordinates)
vec2 NAME_pt
The (unrotated) size of a single pixel, range [0,1].
+ sampler NAME_raw
+ The raw bound texture itself. The use of this should be
+ avoided unless absolutely necessary.
In addition, the global uniforms described in ``post-shaders`` are
also available.