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- #version 150
- struct m3x2
- {
- vec3 r0;
- vec3 r1;
- };
- struct Block
- {
- vec2 scale;
- vec2 pos;
- vec2 uvScale;
- };
- uniform Block _block;
- out vec2 vUV;
- in vec2 uv;
- in vec2 pos;
- 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()
- {
- vUV = vec2(uv * _block.uvScale);
- vec2 p = vec2((pos * _block.scale) + _block.pos);
- 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);
- }
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