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12
shaders/rect.vsh
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12
shaders/rect.vsh
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layout (location = 0) in vec2 coords;
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out vec2 tex_coord;
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uniform vec2 screen;
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uniform vec2 offset;
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uniform vec2 size;
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void main() {
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tex_coord = coords;
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gl_Position = vec4((vec2(offset.x, screen.y - offset.y) + (coords * vec2(size.x, -size.y))) / screen * 2.0 - 1.0, 0.0, 1.0);
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}
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