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10 lines
208 B
GLSL
10 lines
208 B
GLSL
uniform mat3 proj;
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uniform mat3 tex_proj;
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attribute vec2 pos;
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varying vec2 v_texcoord;
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void main() {
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vec3 pos3 = vec3(pos, 1.0);
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gl_Position = vec4(pos3 * proj, 1.0);
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v_texcoord = (pos3 * tex_proj).xy;
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}
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