Blame stuff/library/shaders/programs/glitter_bbox.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 vec4 infiniteRect;
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uniform vec4 inputBBox[1];
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varying vec4 outputBBox;
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uniform float radius;
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void main( void )
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{
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if(inputBBox[0] == infiniteRect) // Better avoid enlarging the infinite
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outputBBox = infiniteRect; // rect...
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else
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outputBBox = vec4(
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inputBBox[0].x - radius,
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inputBBox[0].y - radius,
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inputBBox[0].z + radius,
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inputBBox[0].w + radius);
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gl_Position = vec4(0.0); // Does not link without
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}
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