megapixels/data/blit.vert

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GLSL
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#ifdef GL_ES
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precision mediump float;
#endif
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attribute vec2 vert;
attribute vec2 tex_coord;
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uniform mat3 transform;
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varying vec2 uv;
void main() {
uv = tex_coord;
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gl_Position = vec4(transform * vec3(vert, 1), 1);
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}