27 lines
578 B
GLSL
27 lines
578 B
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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#include "common.h"
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 uv;
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layout(push_constant) uniform Block {
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vec4 uvTransform;
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vec4 subUVTransform;
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} _block;
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layout(location = 0) out vec2 vUV;
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void main() {
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vec3 p = transform3x2(fboTransform, vec3(pos, 1.0));
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gl_Position = vec4(p, 1);
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vUV = uv.xy*_block.subUVTransform.xy + _block.subUVTransform.zw;
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vUV = vUV*_block.uvTransform.xy + _block.uvTransform.zw;
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}
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