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-7
@@ -1,16 +1,16 @@
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#version 330 core
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layout (location=0) in vec3 aVert;
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layout (location=2) in vec2 aTexCoords;
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layout (location = 0) in vec3 aVert;
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layout (location = 2) in vec2 aTexCoords;
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out vec2 texCoords;
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uniform vec2 screen;
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void main(){
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float x,y;
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x=(aVert.x-screen.x*.5)/(screen.x*.5);
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y=(screen.y*.5-aVert.y)/(screen.y*.5);
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gl_Position=vec4(x,y,aVert.z,1);
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texCoords=aTexCoords;
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float x, y;
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x = (aVert.x - screen.x * .5) / (screen.x * .5);
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y = (screen.y * .5-aVert.y) / (screen.y * .5);
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gl_Position = vec4(x, y, aVert.z, 1);
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texCoords = aTexCoords;
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}
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