zintersect.vert.0.glsl150 627 B

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  1. #version 150
  2. struct m3x2
  3. {
  4. vec3 r0;
  5. vec3 r1;
  6. };
  7. struct Block
  8. {
  9. vec4 uvTransform;
  10. vec4 subUVTransform;
  11. };
  12. uniform Block _block;
  13. in vec2 pos;
  14. out vec2 vUV;
  15. in vec2 uv;
  16. vec3 transform3x2(m3x2 t, vec3 v)
  17. {
  18. return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
  19. }
  20. void main()
  21. {
  22. m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
  23. vec3 param_1 = vec3(pos, 1.0);
  24. vec3 p = transform3x2(param, param_1);
  25. gl_Position = vec4(p, 1.0);
  26. vUV = (uv * _block.subUVTransform.xy) + _block.subUVTransform.zw;
  27. vUV = (vUV * _block.uvTransform.xy) + _block.uvTransform.zw;
  28. }