RuntimeData/shader/FragCoord.frag

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GLSL
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#version 450 core
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layout(binding=1) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat3 normal;
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mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
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vec2 canvas_resolution;
vec2 viewport_resolution;
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}fragment_world;
layout(location = 0) out vec4 FragColor;
void main()
{
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FragColor=vec4(gl_FragCoord.xy/fragment_world.viewport_resolution,0,1);
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}