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18 lines
328 B
GLSL
18 lines
328 B
GLSL
#version 330
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#include <common>
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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void main()
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{
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gl_FragData[0] = param[0];
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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gl_FragData[1] = vec4(a - b, 0.0f, 0.0f);
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}
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}
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