20 lines
		
	
	
		
			421 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			20 lines
		
	
	
		
			421 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 ModelViewProjectionMatrix;
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/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
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#if __VERSION__ == 120
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  attribute vec2 texCoord;
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  attribute vec2 pos;
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  varying vec2 texCoord_interp;
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#else
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  in vec2 texCoord;
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  in vec2 pos;
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  out vec2 texCoord_interp;
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#endif
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void main()
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{
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	gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
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	texCoord_interp = texCoord;
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}
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