16 lines
284 B
Plaintext
16 lines
284 B
Plaintext
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#version 330
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layout (location = 0) in vec2 pos;
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out vec2 apos;
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layout (std140) uniform Projection {
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mat4 projection;
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};
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void main()
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{
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mat4 iproj = inverse(projection);
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vec4 ipos = iproj * vec4(pos, 0.f, 1.f);
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apos = ipos.xy;
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gl_Position = vec4(pos, 0.f, 1.f);
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}
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