I have drawn a textured trapezoid, however the result does not appear as I had intended.
Instead of appearing as a single unbroken quadrilateral, a discontinuity occ
What you are trying here is Skewed texture. A sample fragment shader is as follows :
precision mediump float;
varying vec4 vtexCoords;
uniform sampler2D sampler;
void main()
{
gl_FragColor = texture2DProj(sampler,vtexCoords);
}
2 things which should look different are :
1) We are using varying vec4 vtexCoords; . Texture co-ordinates are 4 dimensional.
2) texture2DProj() is used instead of texture2D()
Based on length of small and large side of your trapezium you will assign texture co-ordinates. Following URL might help : http://www.xyzw.us/~cass/qcoord/