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- #version 330 core
- uniform float time;
- uniform vec2 resolution;
- uniform vec2 camera;
- uniform vec2 pos;
- uniform float h;
- uniform float w;
- out vec2 uv;
- vec2 project_point(vec2 point)
- {
- return (2.0 * (point - camera)) / resolution;
- }
- void main()
- {
- uv = vec2(float(gl_VertexID & 1),
- float((gl_VertexID >> 1) & 1));
- uv = uv * vec2(w, h) + pos;
- gl_Position = vec4(project_point(uv), 0.0, 1.0);
- }
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