52 lines
1.1 KiB
Plaintext
52 lines
1.1 KiB
Plaintext
#version 150
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struct m3x2
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{
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vec3 r0;
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vec3 r1;
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};
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struct Block
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{
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vec4 transform;
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vec4 uvCoverTransform;
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vec4 uvTransformR1;
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vec4 uvTransformR2;
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float fbo;
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};
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uniform Block _block;
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in vec2 pos;
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out vec2 vUV;
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in vec2 uv;
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out vec2 vCoverUV;
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vec3 transform3x2(m3x2 t, vec3 v)
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{
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return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
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}
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void main()
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{
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vec2 p = vec2((pos * _block.transform.xy) + _block.transform.zw);
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if (_block.fbo != 0.0)
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{
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m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
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vec3 param_1 = vec3(p, 0.0);
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gl_Position = vec4(transform3x2(param, param_1), 1.0);
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}
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else
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{
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m3x2 param_2 = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, -1.0, 0.0));
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vec3 param_3 = vec3(p, 0.0);
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gl_Position = vec4(transform3x2(param_2, param_3), 1.0);
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}
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m3x2 param_4 = m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz);
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vec3 param_5 = vec3(uv, 1.0);
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vUV = transform3x2(param_4, param_5).xy;
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vec3 uv3 = vec3(uv, 1.0);
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vCoverUV = ((uv3 * vec3(_block.uvCoverTransform.xy, 1.0)) + vec3(_block.uvCoverTransform.zw, 0.0)).xy;
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}
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