13 lines
201 B
GLSL
13 lines
201 B
GLSL
LAYOUT_LOCATION(LOCATION_UVS) in highp vec2 vertex_uv;
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LAYOUT_LOCATION(0) out vec4 fragColor;
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/** @public-api */
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vec2 getUV() {
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return vertex_uv;
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}
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struct PostProcessInputs {
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vec4 color;
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};
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