34 lines
		
	
	
		
			694 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			694 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#include "compiled.inc"
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in vec2 pos;
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uniform vec2 screenSizeInv;
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out vec2 texCoord;
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out vec4 offset0;
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out vec4 offset1;
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out vec4 offset2;
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#ifdef _InvY
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#define V_DIR(v) -(v)
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#else
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#define V_DIR(v) v
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#endif
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void main() {
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	// Scale vertex attribute to [0-1] range
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	const vec2 madd = vec2(0.5, 0.5);
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	texCoord = pos.xy * madd + madd;
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	#ifdef _InvY
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	texCoord.y = 1.0 - texCoord.y;
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	#endif
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	offset0 = screenSizeInv.xyxy * vec4(-1.0, 0.0, 0.0, V_DIR(-1.0)) + texCoord.xyxy;
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	offset1 = screenSizeInv.xyxy * vec4( 1.0, 0.0, 0.0, V_DIR(1.0)) + texCoord.xyxy;
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	offset2 = screenSizeInv.xyxy * vec4(-2.0, 0.0, 0.0, V_DIR(-2.0)) + texCoord.xyxy;
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	gl_Position = vec4(pos.xy, 0.0, 1.0);
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}
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