19 lines
449 B
Plaintext
19 lines
449 B
Plaintext
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precision mediump float;
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attribute vec2 aVertexPosition;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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varying vec4 clipSpace;
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varying vec2 uv;
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const float tiling = 6.0;
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void main() {
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clipSpace = uProjectionMatrix * uViewMatrix * uModelMatrix * vec4(aVertexPosition.x, 0.0, aVertexPosition.y, 1.0);
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gl_Position = clipSpace;
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uv = vec2(aVertexPosition.x/2.0+0.5,aVertexPosition.y/2.0+0.5) * tiling;
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}
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