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https://github.com/scratchfoundation/bgfx.git
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40 lines
1 KiB
Text
40 lines
1 KiB
Text
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uniform vec4 _MainTex_TexelSize;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_MultiTexCoord0.xy;
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vec4 uv_2;
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vec4 tmpvar_3;
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tmpvar_3.zw = vec2(0.0, 0.0);
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tmpvar_3.x = tmpvar_1.x;
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tmpvar_3.y = tmpvar_1.y;
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uv_2.xy = (gl_TextureMatrix[0] * tmpvar_3).xy;
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uv_2.zw = vec2(0.0, 0.0);
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float tmpvar_4;
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tmpvar_4 = _MainTex_TexelSize.x;
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float tmpvar_5;
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tmpvar_5 = _MainTex_TexelSize.y;
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vec4 tmpvar_6;
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tmpvar_6.zw = vec2(0.0, 1.0);
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tmpvar_6.x = -(_MainTex_TexelSize.x);
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tmpvar_6.y = -(_MainTex_TexelSize.y);
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vec4 tmpvar_7;
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tmpvar_7.zw = vec2(0.0, 1.0);
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tmpvar_7.x = tmpvar_4;
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tmpvar_7.y = -(_MainTex_TexelSize.y);
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 1.0);
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tmpvar_8.x = tmpvar_4;
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tmpvar_8.y = tmpvar_5;
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vec4 tmpvar_9;
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tmpvar_9.zw = vec2(0.0, 1.0);
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tmpvar_9.x = -(_MainTex_TexelSize.x);
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tmpvar_9.y = tmpvar_5;
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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gl_TexCoord[0] = (uv_2 + tmpvar_6);
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gl_TexCoord[1] = (uv_2 + tmpvar_7);
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gl_TexCoord[2] = (uv_2 + tmpvar_8);
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gl_TexCoord[3] = (uv_2 + tmpvar_9);
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}
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