2014-10-17 12:43:39 -04:00
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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in vec3 Tangent;
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in vec3 Bitangent;
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#endif
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out vec2 uv;
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out vec4 color;
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void main(void)
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{
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color = Color.zyxw;
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2014-10-17 12:51:41 -04:00
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vec3 P = Position / vec3(screen, 1.);
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P = 2. * P - 1.;
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P.y *= -1;
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gl_Position = vec4(P, 1.);
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2014-10-17 12:43:39 -04:00
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uv = Texcoord;
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}
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