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blender-archive/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl

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uniform mat4 ModelViewProjectionMatrix;
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
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in vec2 texCoord;
in vec2 pos;
out vec2 texCoord_interp;
void main()
{
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
gl_Position.z = 1.0;
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texCoord_interp = texCoord;
}