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28 lines
564 B
GLSL
28 lines
564 B
GLSL
#version 330
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in vec3 position;
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in vec4 textCoord;
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smooth out vec3 texcoord;
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smooth out vec3 realcoord;
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uniform usampler1D xOffset;
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void main()
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{
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vec2 a;
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vec3 b;
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if(position.z == 0 || position.z == 1){
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b.y = -(position.y - 0.5) / 256.0;
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}
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else{
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b.y = -(position.y + 0.5) / 256.0;
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}
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a.x = ((position.x - float(texture(xOffset, b.y).r)) / 128.0) - 1.0;
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a.y = (position.y / 120.0) + 1.0;
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b.x = a.x;
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b.z = textCoord.w;
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gl_Position = vec4(a.xy, 0.5, 1.0);
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texcoord = textCoord.xyz;
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realcoord = b;
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}
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