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13 lines
271 B
GLSL
13 lines
271 B
GLSL
#version 430
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layout (location=0) in vec2 inTexCoords;
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out vec3 coords;
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uniform float reflectionMapSize;
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void main() {
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coords = vec3((inTexCoords*2 - vec2(1, 1))*(reflectionMapSize + 1)/reflectionMapSize, 1);
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gl_Position = vec4(inTexCoords*2 - vec2(1, 1), 0, 1);
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}
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