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'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+. macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2. Updates #1431
19 lines
367 B
GLSL
19 lines
367 B
GLSL
uniform vec2 U0;
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in vec2 A0;
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in vec2 A1;
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in vec4 A2;
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out vec2 V0;
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out vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0);
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gl_Position = vec4(0);
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V0 = vec2(0);
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V1 = vec4(0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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V1 = A2;
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return;
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}
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