25 lines
523 B
GLSL
25 lines
523 B
GLSL
#version 300 es
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precision lowp float;
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{macroDefinitions}
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uniform mat3 modelTransform;
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uniform vec2 squareToAspectRatio;
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in vec4 vertexPosition;
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out vec2 position;
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out vec2 uvCoordinates;
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void main() {
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vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
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gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
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position = vertexPosition2D.xy * squareToAspectRatio;
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uvCoordinates = (vertexPosition2D * mat3(
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0.5, 0.0, 0.5,
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0.0, 0.5, 0.5,
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0.0, 0.0, 1.0
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)).xy;
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}
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