37 lines
813 B
GLSL
37 lines
813 B
GLSL
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uniform float4 gl_HalfPixel;
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static float4 gl_Position;
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static int4 attr_int4;
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static int attr_int1;
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struct SPIRV_Cross_Input
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{
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float4 attr_int4 : TEXCOORD0;
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float attr_int1 : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float4 gl_Position : POSITION;
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};
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void vert_main()
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{
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gl_Position.x = float(attr_int4[attr_int1]);
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gl_Position.y = 0.0f;
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gl_Position.z = 0.0f;
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gl_Position.w = 0.0f;
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gl_Position.x = gl_Position.x - gl_HalfPixel.x * gl_Position.w;
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gl_Position.y = gl_Position.y + gl_HalfPixel.y * gl_Position.w;
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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attr_int4 = stage_input.attr_int4;
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attr_int1 = stage_input.attr_int1;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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return stage_output;
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}
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