2021-04-15 15:14:20 +02:00
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precision highp float;
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2021-04-09 14:57:14 +02:00
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attribute vec2 vert;
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attribute vec2 tex_coord;
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uniform mat3 transform;
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uniform vec2 pixel_size;
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2021-04-15 15:14:20 +02:00
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uniform vec2 half_image_size;
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2021-04-09 14:57:14 +02:00
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2021-04-15 15:14:20 +02:00
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// varying vec2 uv1;
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// varying vec2 uv2;
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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varying vec2 half_pixel_coord;
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2021-04-09 14:57:14 +02:00
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void main() {
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2021-04-15 15:14:20 +02:00
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top_left_uv = tex_coord - pixel_size / 2.0;
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bottom_right_uv = tex_coord + pixel_size / 2.0;
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top_right_uv = vec2(top_left_uv.x, bottom_right_uv.y);
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bottom_left_uv = vec2(bottom_right_uv.x, top_left_uv.y);
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// uv1 = tex_coord - pixel_size / 2.0;
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// uv2 = tex_coord + pixel_size / 2.0;
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// uv1 += pixel_size;
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// uv2 += pixel_size;
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half_pixel_coord = top_left_uv * half_image_size;
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2021-04-09 14:57:14 +02:00
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gl_Position = vec4(transform * vec3(vert, 1), 1);
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}
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