18 lines
296 B
GLSL
18 lines
296 B
GLSL
#version 450
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layout(binding = 0) uniform WorldMatrix
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{
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vec2 vp_size;
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mat4 ortho;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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vec4 view_pos;
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} world;
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layout (location = 0) out vec4 outFragcolor;
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void main()
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{
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outFragcolor = vec4(gl_FragCoord.rg/world.vp_size,0.0,1.0);
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} |