16 lines
313 B
GLSL
16 lines
313 B
GLSL
#version 450
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in vec2 pos;
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out vec2 tex_coord;
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void main() {
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// Scale vertex attribute to [0-1] range
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const vec2 madd = vec2(0.5, 0.5);
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tex_coord = pos.xy * madd + madd;
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#if defined(HLSL) || defined(METAL) || defined(SPIRV)
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tex_coord.y = 1.0 - tex_coord.y;
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#endif
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gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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