Is there a way to get coordinates from 0...1 in filters that map to the actual viewing area rather than the texture size.
For example I want to tint an object so that it gradually changes color based on the distance from center point.
Doing that with this:
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void)
{
float dist = length(vTextureCoord - vec2(0.5, 0.5));
gl_FragColor = dist * texture2D(uSampler, vTextureCoord);
}
Provides wrong results (sometimes c