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- #version 150
- struct m3x2
- {
- vec3 r0;
- vec3 r1;
- };
- struct Block
- {
- vec4 transform;
- vec4 uvCoverTransform;
- vec4 uvTransformR1;
- vec4 uvTransformR2;
- float fbo;
- };
- uniform Block _block;
- in vec2 pos;
- out vec2 vUV;
- in vec2 uv;
- out 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;
- }
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