Blame stuff/library/shaders/programs/HSLBlendGPU_ports.vert
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform mat3 worldToOutput;
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uniform vec4 outputRect;
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varying vec4 inputRect[2];
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varying mat3 worldToInput[2];
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void main( void )
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{
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// Let the input and output references be the same
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worldToInput[0] = worldToOutput;
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worldToInput[1] = worldToOutput;
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inputRect[0] = outputRect;
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inputRect[1] = outputRect;
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gl_Position = vec4(0.0); // Does not link without
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}
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