i tried obtaining the window coordinates in my fragment shader. So, this is my approach:
In the vertex shader:
varying vec2 my_fragCoord; my_fragCoord = (gl_ModelViewProjectionMatrix * gl_Vertex).xy; // getting clip coordinates.
my_fragCoord /= w; // Do perspective divide
- And, now in the fragment shader, i scale appropriately by the window size. Is this the right way to do it? Or is there a better way
to achieve the same?
No, it is not the right way. Just use the built-in variable gl_FragCoord in a fragment shader.
To elaborate on Aleksandar’s suggestion: What you did is not obtain the window coordinates but the normalized device coordinates which are in [-1, 1] for x,y and z. Taking into accunt the current viewport, window coordinates can be computed using the formulae found here. Again, this is just for completeness. You can just as easily follow Aleksander’s advice.