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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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// The coordinates of the current pixel within the space spanning (0, 0) to (new x, new y).
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varying vec2 v_PixelCoord;
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// x and y are the width and height of a 'new' pixel in 0 to 1 coordinate space. z and w are the same for an old pixel
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varying vec4 v_PixelSize;
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uniform float u_ResolutionScale; // {"material":"resolution_scale","label":"Resolution Scale","default":0.125,"range":[0.01, 1.0]}
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uniform vec2 u_NewResolution; // {"material":"new_resolution","label":"New Resolution","default":"960 540"}
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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#if MULTIPLY
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v_PixelCoord = a_TexCoord * g_Texture0Resolution.xy * u_ResolutionScale;
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v_PixelSize.xy = 1.0 / (g_Texture0Resolution.xy * u_ResolutionScale);
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#else
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v_PixelCoord = a_TexCoord * u_NewResolution;
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v_PixelSize.xy = 1.0 / (u_NewResolution);
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#endif
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v_PixelSize.zw = 1.0 / g_Texture0Resolution.xy;
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}
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