16 lines
253 B
GLSL
16 lines
253 B
GLSL
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform vec2 offset;
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attribute vec2 pos;
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varying vec2 pos_2d_i;
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void main()
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{
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gl_Position = projection *
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(modelview * vec4(pos, 0, 1) + vec4(offset, 0, 1));
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pos_2d_i = pos + offset;
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}
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