pathfinder/shaders/gles2/xcaa-mono-resolve.vs.glsl

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// pathfinder/shaders/gles2/xcaa-mono-resolve.vs.glsl
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//
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// Copyright (c) 2017 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
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//! Renders a single-channel alpha coverage buffer to an RGB framebuffer.
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precision highp float;
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/// A dilation (scale and transform) to be applied to the quad.
uniform vec4 uTransformST;
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/// A fixed pair of factors to be applied to the texture coordinates.
uniform vec2 uTexScale;
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attribute vec2 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
gl_Position = vec4(transformVertexPositionST(aPosition, uTransformST), -1.0, 1.0);
vTexCoord = aTexCoord * uTexScale;
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}