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@block vert
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uniform vec4 rect;
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uniform vec2 diffuse_size;
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void vert()
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{
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pos *= vec3(diffuse_size*rect.zw, 1);
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uv = (uv*rect.zw)+rect.xy;
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}
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@end
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@block frag
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uniform vec4 border;
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uniform vec2 scale;
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uniform vec4 shade;
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// border given as [left,down,right,top], in scaled coordinates
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vec2 uv9slice(vec2 uv, vec2 s, vec4 b)
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{
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vec2 t = clamp((s * uv - b.xy) / (s - b.xy - b.zw), 0., 1.);
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return mix(uv * s, 1. - s * (1. - uv), t);
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}
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void frag()
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{
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vec2 ruv = uv9slice(uv, scale, border);
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color = texture(sampler2D(diffuse,smp), ruv);
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if (color.a < 0.1) discard;
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}
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@end
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#include <base.cg>
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