pathfinder/resources/shaders/gl3/blit.vs.glsl

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
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uniform vec4 uDestRect;
uniform vec2 uFramebufferSize;
in ivec2 aPosition;
out vec2 vTexCoord;
void main(){
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vec2 position = mix(uDestRect . xy, uDestRect . zw, vec2(aPosition))/ uFramebufferSize;
vec2 texCoord = vec2(aPosition);
vTexCoord = texCoord;
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gl_Position = vec4(mix(vec2(- 1.0), vec2(1.0), position), 0.0, 1.0);
}