26 lines
589 B
Plaintext
26 lines
589 B
Plaintext
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// VERTEX_SHADER:
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// custom.glsl
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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// custom.glsl
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// The shader supplies:
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void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv);
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uniform vec2 u_size;
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uniform sampler2D u_source2;
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uniform sampler2D u_source3;
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uniform sampler2D u_source4;
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void main() {
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vec4 fragColor;
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vec2 fragCoord = vec2(vUv.x * u_size.x, (1.0-vUv.y) * u_size.y);
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mainImage(fragColor, fragCoord, u_size, vUv);
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gskSetOutputColor(fragColor);
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}
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