43 lines
532 B
GLSL
43 lines
532 B
GLSL
#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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#version 450
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precision highp float;
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precision highp sampler2D;
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layout(set = 0, binding = 0)uniform uOldTransform {
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mat4 oldTransformVal;
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};
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uniform sampler2D uTexture;
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in vec2 vTexCoord;
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out vec4 oFragColor;
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void main(){
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vec4 normTexCoord = oldTransform * vec4(vTexCoord, 0.0, 1.0);
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vec2 texCoord =((normTexCoord . xy / normTexCoord . w)+ 1.0)* 0.5;
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oFragColor = texture(uTexture, texCoord);
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}
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