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silver_pose/v2/vendor/gioui.org/shader/gio/zcover.vert.0.glsl100es
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#version 100
struct m3x2
{
vec3 r0;
vec3 r1;
};
struct Block
{
vec4 transform;
vec4 uvCoverTransform;
vec4 uvTransformR1;
vec4 uvTransformR2;
float fbo;
};
uniform Block _block;
attribute vec2 pos;
varying vec2 vUV;
attribute vec2 uv;
varying vec2 vCoverUV;
vec3 transform3x2(m3x2 t, vec3 v)
{
return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
}
void main()
{
vec2 p = vec2((pos * _block.transform.xy) + _block.transform.zw);
if (_block.fbo != 0.0)
{
m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
vec3 param_1 = vec3(p, 0.0);
gl_Position = vec4(transform3x2(param, param_1), 1.0);
}
else
{
m3x2 param_2 = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, -1.0, 0.0));
vec3 param_3 = vec3(p, 0.0);
gl_Position = vec4(transform3x2(param_2, param_3), 1.0);
}
m3x2 param_4 = m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz);
vec3 param_5 = vec3(uv, 1.0);
vUV = transform3x2(param_4, param_5).xy;
vec3 uv3 = vec3(uv, 1.0);
vCoverUV = ((uv3 * vec3(_block.uvCoverTransform.xy, 1.0)) + vec3(_block.uvCoverTransform.zw, 0.0)).xy;
}