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#version 150
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in vec4 position;
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in vec2 texCoord;
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out Vertex {
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vec2 vTexCoord;
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float data_pix_no;
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float data_one;
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};
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uniform vec4 sourceSize[];
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void main() {
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gl_Position = position;
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vTexCoord = texCoord;
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data_pix_no = vTexCoord.x * sourceSize[0].x;
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data_one = sourceSize[0].z;
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} |