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- #version 310 es
- // SPDX-License-Identifier: Unlicense OR MIT
- #extension GL_GOOGLE_include_directive : enable
- precision highp float;
- #include "common.h"
- layout(push_constant) uniform Block {
- vec4 transform;
- vec4 uvCoverTransform;
- vec4 uvTransformR1;
- vec4 uvTransformR2;
- // fbo is set if blitting to a FBO, otherwise the window.
- float fbo;
- } _block;
- layout(location = 0) in vec2 pos;
- layout(location = 0) out vec2 vCoverUV;
- layout(location = 1) in vec2 uv;
- layout(location = 1) out vec2 vUV;
- void main() {
- vec2 p = vec2(pos*_block.transform.xy + _block.transform.zw);
- if (_block.fbo != 0.0) {
- gl_Position = vec4(transform3x2(fboTransform, vec3(p, 0)), 1);
- } else {
- gl_Position = vec4(transform3x2(windowTransform, vec3(p, 0)), 1);
- }
- vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).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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