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OpenMW/files/shaders/compatibility/fullscreen_tri.vert

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#version 120
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uniform vec2 scaling = vec2(1.0, 1.0);
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varying vec2 uv;
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#include "lib/core/vertex.h.glsl"
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void main()
{
gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);
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uv = (gl_Position.xy * 0.5 + 0.5) * scaling;
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}