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18 lines
289 B
Plaintext
18 lines
289 B
Plaintext
12 years ago
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#version 140
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uniform mat4 projection;
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// offset of the window/texture to be rendered
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uniform vec2 offset;
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in vec4 vertex;
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in vec2 texCoord;
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out vec2 varyingTexCoords;
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void main()
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{
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varyingTexCoords = texCoord;
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gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
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}
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