14 lines
251 B
GLSL
14 lines
251 B
GLSL
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uniform highp mat4 matrix;
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uniform lowp vec2 aspect;
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attribute highp vec4 in_vertex;
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attribute mediump vec2 in_coord;
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varying mediump vec2 coord;
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void main()
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{
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coord = ( -1.0 + 2.0 * in_coord ) * aspect;
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gl_Position = matrix * in_vertex;
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}
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