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[client] egl: cleanup texture filtering/post-processing
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@@ -5,10 +5,10 @@ precision mediump float;
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layout(location = 0) in vec2 uVertex;
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layout(location = 1) in vec2 uUV;
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out vec2 iFragCoord;
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out vec2 fragCoord;
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void main()
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{
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gl_Position = vec4(uVertex, 0.0, 1.0);
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iFragCoord = uUV;
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fragCoord = uUV;
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}
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