16 lines
501 B
Plaintext
16 lines
501 B
Plaintext
uniform mat4 u_mat4_mdv;
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uniform mat4 u_mat4_prj;
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uniform vec4 u_flt_mask_pos;
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attribute vec3 a_v3_vtx;
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attribute vec2 a_v2_txc;
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varying vec2 v_v2_txc;
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varying vec2 v_v2_txc_mask;
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void main()
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{
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vec4 vPosES = u_mat4_mdv * vec4(a_v3_vtx.x, a_v3_vtx.y, a_v3_vtx.z, 1.0);
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v_v2_txc = a_v2_txc;
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v_v2_txc_mask.x = (a_v3_vtx.x-u_flt_mask_pos.x)/(u_flt_mask_pos.z-u_flt_mask_pos.x);
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v_v2_txc_mask.y = (a_v3_vtx.y-u_flt_mask_pos.w)/(u_flt_mask_pos.y-u_flt_mask_pos.w);
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gl_Position = u_mat4_prj * vPosES;
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}
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