25 lines
413 B
GLSL
25 lines
413 B
GLSL
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#version 440
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layout(location = 0) in vec4 in_vertex;
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layout(location = 1) in vec2 in_coord;
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layout(location = 0) out vec2 coord;
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layout(std140, binding = 0) uniform buf
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{
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mat4 matrix;
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vec4 color;
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vec4 radius;
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vec2 aspect;
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float blurExtent;
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float opacity;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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coord = in_coord;
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gl_Position = ubuf.matrix * in_vertex;
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}
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