stuff
This commit is contained in:
20
modules/wallpaper-engine/effects/opacity/effect.json
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20
modules/wallpaper-engine/effects/opacity/effect.json
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{
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"version" : 1,
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"replacementkey" : "opacity",
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"name" : "ui_editor_effect_opacity_title",
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"description" : "ui_editor_effect_opacity_description",
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"group" : "colorize",
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"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/opacity.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/opacity.json",
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"shaders/effects/opacity.frag",
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"shaders/effects/opacity.vert"
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]
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}
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{
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"passes": [{
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"shader": "effects/opacity",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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{
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"name" : "Opacity",
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"description" : "Adds a translucency mask to the image.",
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"group" : "image",
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//"preview" : "preview/project.json",
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"passes" :
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[
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{
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"material" : "materials/effects/opacity.json"
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}
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],
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"dependencies" :
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[
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"materials/effects/opacity.json",
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"shaders/effects/opacity.frag",
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"shaders/effects/opacity.vert"
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]
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}
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{
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"passes" :
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[
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{
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"blending" : "translucent",
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"cullmode" : "nocull",
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"depthtest" : "disabled",
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"depthwrite" : "disabled",
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"shader" : "genericimage2",
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"textures" : [ "effectpreview" ]
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}
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]
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}
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{
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"clampuvs" : true,
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"format" : "rgba8888",
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"nomip" : true,
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"nonpoweroftwo" : true
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}
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{
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"passes": [{
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"shader": "effects/opacity",
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"blending": "normal",
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"depthtest": "disabled",
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"depthwrite": "disabled",
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"cullmode": "nocull"
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}]
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}
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{
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"format" : "rgba8888",
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"nomip" : true,
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"nonpoweroftwo" : true
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}
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{
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"autosize" : true,
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"material" : "materials/effectpreview.json"
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}
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{
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"file" : "scene.json",
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"general" :
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{
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"properties" :
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{
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"schemecolor" :
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{
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"order" : 0,
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"text" : "ui_browse_properties_scheme_color",
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"type" : "color",
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"value" : "0 0 0"
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}
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}
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},
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"title" : "previewopacity",
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"type" : "scene"
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}
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56
modules/wallpaper-engine/effects/opacity/preview/scene.json
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56
modules/wallpaper-engine/effects/opacity/preview/scene.json
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{
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"camera" :
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{
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"center" : "0.000 0.000 -1.000",
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"eye" : "0.000 0.000 0.000",
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"up" : "0.000 1.000 0.000"
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},
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"general" :
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{
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"ambientcolor" : "0.3 0.3 0.3",
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"bloom" : false,
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"bloomstrength" : 2,
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"bloomthreshold" : 0.64999997615814209,
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"cameraparallax" : false,
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"cameraparallaxamount" : 0.5,
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"cameraparallaxdelay" : 0.10000000149011612,
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"cameraparallaxmouseinfluence" : 0,
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"camerapreview" : true,
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"camerashake" : false,
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"camerashakeamplitude" : 0.5,
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"camerashakeroughness" : 1,
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"camerashakespeed" : 3,
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"clearcolor" : "0.7 0.7 0.7",
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"orthogonalprojection" :
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{
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"height" : 256,
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"width" : 256
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},
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"skylightcolor" : "0.3 0.3 0.3"
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},
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"objects" :
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[
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{
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"angles" : "0.000 0.000 0.000",
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"depth" : 1,
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"effects" :
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[
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{
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"file" : "effects/opacity/effect.json",
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"passes" :
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[
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{
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"constantshadervalues" : null,
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"textures" : [ null, "masks/opacity_mask_681d95af21112ea41fc4cd51aa49d9c553ef1173" ]
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}
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]
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}
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],
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"id" : 74,
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"image" : "models/effectpreview.json",
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"name" : "",
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"origin" : "128.000 128.000 0.000",
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"scale" : "1.000 1.000 1.000"
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}
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]
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}
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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albedo.a *= mask;
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gl_FragColor = albedo;
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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{
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"name": "FX Preview",
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"type": "scene2d"
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}
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"hidden":true}
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uniform sampler2D g_Texture1; // {"label":"ui_editor_properties_opacity_mask","mode":"opacitymask","combo":"MASK","paintdefaultcolor":"0 0 0 1"}
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uniform float g_UserAlpha; // {"material":"alpha","label":"ui_editor_properties_alpha","default":1.0,"range":[0.01, 1]}
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void main() {
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vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
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#if MASK
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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#else
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float mask = 1.0;
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#endif
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albedo.a *= mask * g_UserAlpha;
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gl_FragColor = albedo;
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}
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture1Resolution;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture1Resolution.z / g_Texture1Resolution.x,
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v_TexCoord.y * g_Texture1Resolution.w / g_Texture1Resolution.y);
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}
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