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- #version 100
- struct m3x2
- {
- vec3 r0;
- vec3 r1;
- };
- struct Block
- {
- vec4 uvTransform;
- vec4 subUVTransform;
- };
- uniform Block _block;
- attribute vec2 pos;
- varying vec2 vUV;
- attribute vec2 uv;
- 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()
- {
- m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
- vec3 param_1 = vec3(pos, 1.0);
- vec3 p = transform3x2(param, param_1);
- gl_Position = vec4(p, 1.0);
- vUV = (uv * _block.subUVTransform.xy) + _block.subUVTransform.zw;
- vUV = (vUV * _block.uvTransform.xy) + _block.uvTransform.zw;
- }
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