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- uniform mat4 u_mvpMatrix;
- uniform vec3 texSize;
- in vec4 a_position;
- in vec3 a_texCoord;
- out vec4 posABCD;
- out vec4 posEL;
- out vec4 posGJ;
- out vec3 scaled;
- out vec2 videoCoord;
- void main()
- {
- gl_Position = u_mvpMatrix * a_position;
- vec2 texStep = 1.0 / texSize.xy;
- posABCD.xy = a_texCoord.xy;
- posABCD.zw = a_texCoord.xy + texStep * vec2( 1.0, 1.0);
- posEL.xy = a_texCoord.xy + texStep * vec2( 0.0, -1.0);
- posEL.zw = a_texCoord.xy + texStep * vec2( 1.0, 2.0);
- posGJ.xy = a_texCoord.xy + texStep * vec2(-1.0, 0.0);
- posGJ.zw = a_texCoord.xy + texStep * vec2( 2.0, 1.0);
- scaled.x = a_texCoord.x * texSize.x;
- scaled.y = (1.0 - a_texCoord.x) * texSize.x;
- scaled.z = a_texCoord.y * texSize.y;
- #if SUPERIMPOSE
- videoCoord = a_texCoord.xz;
- #endif
- }
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