12 lines
287 B
GLSL
12 lines
287 B
GLSL
#version 300 es
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uniform mat3 ndcToWorld;
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in vec4 a_position;
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out vec2 worldCoordinates;
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out vec2 uvCoordinates;
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void main() {
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worldCoordinates = (vec3(a_position.xy, 1.0) * ndcToWorld).xy;
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uvCoordinates = ((a_position.xy + vec2(1.0)) / 2.0).xy;
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gl_Position = a_position;
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}
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