2020-11-29 21:00:18 +01:00
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#version 450
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2020-11-30 14:19:46 +01:00
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in vec4 pos;
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in vec2 nor;
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2020-11-29 21:00:18 +01:00
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in vec2 tex;
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// uniform float texUnpack;
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void main() {
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#if defined(HLSL) || defined(METAL) || defined(SPIRV)
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vec2 texCoord = vec2(tex.x * 2.0 - 1.0, (1.0 - tex.y) * 2.0 - 1.0);
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#else
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vec2 texCoord = tex * 2.0 - 1.0;
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#endif
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gl_Position = vec4(texCoord, 0.0, 1.0);
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2020-11-30 14:19:46 +01:00
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#ifdef HLSL
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float keep = pos.x + nor.x;
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#endif
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2020-11-29 21:00:18 +01:00
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}
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