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23 lines
438 B
GLSL
23 lines
438 B
GLSL
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#version 440
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec2 texcoord;
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layout(location = 0) out vec2 v_texcoord;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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int flip;
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int idx;
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} ubuf;
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out gl_PerVertex { vec4 gl_Position; };
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void main()
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{
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v_texcoord = vec2(texcoord.x, texcoord.y);
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if (ubuf.flip != 0)
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v_texcoord.y = 1.0 - v_texcoord.y;
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gl_Position = ubuf.mvp * position;
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}
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