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23 lines
365 B
GLSL
23 lines
365 B
GLSL
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#version 330 core
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in vec3 v_pos;
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in vec2 v_uv;
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layout (std140)
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uniform u_locals {
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vec4 bounds;
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};
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uniform sampler2D u_tex;
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out vec3 f_pos;
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out vec2 f_uv;
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void main() {
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f_uv = v_uv;
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f_pos = vec3(vec2(bounds.x, bounds.y) + v_pos.xy * vec2(bounds.z, bounds.w), 0);
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f_pos.xy = vec2(f_pos.x * 2.0 - 1.0, f_pos.y * -2.0 + 1.0);
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gl_Position = vec4(f_pos, 1);
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}
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