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libs/shaders/GL/texturing_gui.vsh.glsl
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25
libs/shaders/GL/texturing_gui.vsh.glsl
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layout (location = 0) in vec2 a_position;
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layout (location = 1) in vec2 a_colorTexCoords;
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layout (location = 0) out vec2 v_colorTexCoords;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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vec2 u_contrastGamma;
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vec2 u_position;
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float u_isOutlinePass;
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float u_opacity;
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float u_length;
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};
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void main()
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{
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gl_Position = vec4(a_position, 0, 1) * u_modelView * u_projection;
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#ifdef VULKAN
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gl_Position.y = -gl_Position.y;
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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#endif
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v_colorTexCoords = a_colorTexCoords;
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}
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