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543c97987b
We simply use precision mediump float; for everything. We don't actually need highp anyways, and we don't use it for stuff like CAS or FSR.
45 lines
750 B
GLSL
45 lines
750 B
GLSL
#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform vec4 mouse;
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uniform int rotate;
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out vec2 uv;
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void main()
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{
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vec2 muv = vertexPosition_modelspace.xy;
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muv.x += 1.0f;
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muv.y -= 1.0f;
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muv.x *= mouse.z;
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muv.y *= mouse.w;
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muv.x += mouse.x;
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muv.y -= mouse.y;
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if (rotate == 0) // 0
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{
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gl_Position.xy = muv;
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}
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else if (rotate == 1) // 90
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{
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gl_Position.x = muv.y;
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gl_Position.y = -muv.x;
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}
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else if (rotate == 2) // 180
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{
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gl_Position.x = -muv.x;
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gl_Position.y = -muv.y;
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}
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else if (rotate == 3) // 270
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{
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gl_Position.x = -muv.y;
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gl_Position.y = muv.x;
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}
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gl_Position.w = 1.0;
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uv = vertexUV;
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}
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