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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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uniform vec2 screenSize;
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uniform vec2 pixelPos;
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uniform vec2 pixelScale;
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uniform float z;
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uniform float rotation;
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uniform int uvMode = 0; // 0 = stretch, 1 = tile
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uniform vec3 tileScale = vec3(1.0);
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uniform vec2 uvOffset = vec2(0.0);
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void main()
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{
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vec2 unitPos = aPos * 0.5 + 0.5;
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vec2 pixelPosTopLeft = pixelPos + unitPos * pixelScale;
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vec2 ndc = (pixelPosTopLeft / screenSize) * 2.0 - 1.0;
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ndc.y = -ndc.y;
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gl_Position = vec4(ndc, 0.0f, 1.0f);
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// Screen y runs down here, so flip v to keep images the right way up
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vec2 uv = vec2(aTexCoords.x, 1.0 - aTexCoords.y);
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TexCoords = (uvMode == 1 ? uv * tileScale.xy : uv) + uvOffset;
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}
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