2019-11-11 17:14:51 +01:00
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#version 330
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in vec2 pos;
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out vec2 texCoord;
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void main() {
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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const vec2 madd = vec2(0.5, 0.5);
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texCoord = pos.xy * madd + madd;
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2020-08-05 19:26:14 +02:00
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#if defined(HLSL) || defined(METAL) || defined(SPIRV)
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2020-05-07 18:37:05 +02:00
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texCoord.y = 1.0 - texCoord.y;
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#endif
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2019-11-11 17:14:51 +01:00
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}
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