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

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#version {{version}}
// Automatically generated from files in pathfinder/shaders/. Do not edit!
precision highp float;
in vec2 aPosition;
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in vec2 aFillTexCoord;
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in int aBackdrop;
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out vec2 vFillTexCoord;
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out float vBackdrop;
void main(){
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vec2 position = mix(vec2(- 1.0), vec2(1.0), aPosition);
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vFillTexCoord = aFillTexCoord;
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vBackdrop = float(aBackdrop);
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gl_Position = vec4(position, 0.0, 1.0);
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}