mirror of https://github.com/PCSX2/pcsx2.git
243 lines
5.7 KiB
GLSL
243 lines
5.7 KiB
GLSL
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
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// SPDX-License-Identifier: LGPL-3.0+
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//#version 420 // Keep it for text editor detection
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layout(std140, binding = 1) uniform cb20
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{
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vec2 VertexScale;
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vec2 VertexOffset;
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vec2 TextureScale;
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vec2 TextureOffset;
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vec2 PointSize;
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uint MaxDepth;
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uint pad_cb20;
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};
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#ifdef VERTEX_SHADER
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out SHADER
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{
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vec4 t_float;
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vec4 t_int;
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#if VS_IIP != 0
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vec4 c;
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#else
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flat vec4 c;
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#endif
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} VSout;
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const float exp_min32 = exp2(-32.0f);
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#if VS_EXPAND == 0
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layout(location = 0) in vec2 i_st;
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layout(location = 2) in vec4 i_c;
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layout(location = 3) in float i_q;
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layout(location = 4) in uvec2 i_p;
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layout(location = 5) in uint i_z;
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layout(location = 6) in uvec2 i_uv;
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layout(location = 7) in vec4 i_f;
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void texture_coord()
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{
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vec2 uv = vec2(i_uv) - TextureOffset;
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vec2 st = i_st - TextureOffset;
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// Float coordinate
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VSout.t_float.xy = st;
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VSout.t_float.w = i_q;
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// Integer coordinate => normalized
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VSout.t_int.xy = uv * TextureScale;
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#if VS_FST
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// Integer coordinate => integral
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VSout.t_int.zw = uv;
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#else
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// Some games uses float coordinate for post-processing effect
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VSout.t_int.zw = st / TextureScale;
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#endif
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}
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void vs_main()
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{
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// Clamp to max depth, gs doesn't wrap
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highp uint z = min(i_z, MaxDepth);
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// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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vec4 p;
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p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
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p.xy = p.xy * VertexScale - VertexOffset;
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p.w = 1.0f;
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#if HAS_CLIP_CONTROL
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p.z = float(z) * exp_min32;
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#else
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// GLES doesn't support ARB_clip_control, so remap it to -1..1. We also reduce the range from 32 bits
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// to 24 bits, which means some games with very large depth ranges will not render correctly. But,
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// for most, it's okay, and really, the best we can do.
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p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
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#endif
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gl_Position = p;
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texture_coord();
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VSout.c = i_c;
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VSout.t_float.z = i_f.x; // pack for with texture
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#if VS_POINT_SIZE
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gl_PointSize = PointSize.x;
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#endif
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}
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#else // VS_EXPAND
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struct RawVertex
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{
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vec2 ST;
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uint RGBA;
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float Q;
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uint XY;
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uint Z;
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uint UV;
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uint FOG;
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};
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layout(std140, binding = 2) readonly buffer VertexBuffer {
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RawVertex vertex_buffer[];
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};
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struct ProcessedVertex
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{
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vec4 p;
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vec4 t_float;
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vec4 t_int;
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vec4 c;
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};
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ProcessedVertex load_vertex(uint index)
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{
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#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
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RawVertex rvtx = vertex_buffer[index + gl_BaseVertexARB];
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#else
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RawVertex rvtx = vertex_buffer[index];
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#endif
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vec2 i_st = rvtx.ST;
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vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
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bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8)));
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float i_q = rvtx.Q;
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uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
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uint i_z = rvtx.Z;
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uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
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vec4 i_f = unpackUnorm4x8(rvtx.FOG);
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ProcessedVertex vtx;
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uint z = min(i_z, MaxDepth);
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vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
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vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset;
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vtx.p.w = 1.0f;
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#if HAS_CLIP_CONTROL
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vtx.p.z = float(z) * exp_min32;
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#else
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vtx.p.z = min(float(z) * exp2(-23.0f), 2.0f) - 1.0f;
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#endif
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vec2 uv = vec2(i_uv) - TextureOffset;
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vec2 st = i_st - TextureOffset;
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vtx.t_float.xy = st;
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vtx.t_float.w = i_q;
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vtx.t_int.xy = uv * TextureScale;
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#if VS_FST
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vtx.t_int.zw = uv;
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#else
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vtx.t_int.zw = st / TextureScale;
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#endif
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vtx.c = i_c;
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vtx.t_float.z = i_f.x;
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return vtx;
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}
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void main()
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{
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ProcessedVertex vtx;
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#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
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uint vid = uint(gl_VertexID - gl_BaseVertexARB);
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#else
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uint vid = uint(gl_VertexID);
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#endif
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#if VS_EXPAND == 1 // Point
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vtx = load_vertex(vid >> 2);
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vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
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vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
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#elif VS_EXPAND == 2 // Line
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uint vid_base = vid >> 2;
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bool is_bottom = (vid & 2u) != 0u;
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bool is_right = (vid & 1u) != 0u;
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uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
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vtx = load_vertex(vid_base);
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ProcessedVertex other = load_vertex(vid_other);
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vec2 line_vector = normalize(vtx.p.xy - other.p.xy);
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vec2 line_normal = vec2(line_vector.y, -line_vector.x);
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vec2 line_width = (line_normal * PointSize) / 2;
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// line_normal is inverted for bottom point
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vec2 offset = ((uint(is_bottom) ^ uint(is_right)) != 0u) ? line_width : -line_width;
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vtx.p.xy += offset;
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// Lines will be run as (0 1 2) (1 2 3)
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// This means that both triangles will have a point based off the top line point as their first point
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// So we don't have to do anything for !IIP
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#elif VS_EXPAND == 3 // Sprite
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// Sprite points are always in pairs
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uint vid_base = vid >> 1;
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uint vid_lt = vid_base & ~1u;
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uint vid_rb = vid_base | 1u;
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ProcessedVertex lt = load_vertex(vid_lt);
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ProcessedVertex rb = load_vertex(vid_rb);
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vtx = rb;
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bool is_right = ((vid & 1u) != 0u);
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vtx.p.x = is_right ? lt.p.x : vtx.p.x;
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vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x;
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vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz;
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bool is_bottom = ((vid & 2u) != 0u);
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vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
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vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y;
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vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw;
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#endif
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gl_Position = vtx.p;
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VSout.t_float = vtx.t_float;
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VSout.t_int = vtx.t_int;
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VSout.c = vtx.c;
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}
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#endif // VS_EXPAND
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#endif // VERTEX_SHADER
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