18 lines
430 B
GLSL
18 lines
430 B
GLSL
#version 130
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uniform sampler2D qt_Texture0;
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attribute vec2 qt_Vertex;
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attribute vec2 qt_MultiTexCoord0;
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varying vec2 qt_TexCoord0;
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uniform vec2 viewport;
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uniform vec2 offset;
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void main(void)
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{
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vec2 texSize = vec2(textureSize(qt_Texture0, 0));
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vec2 scale = viewport / texSize;
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vec2 offsetRel = offset / texSize;
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gl_Position = vec4(qt_Vertex, 0.0, 1.0);
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qt_TexCoord0 = qt_MultiTexCoord0 * scale + offsetRel;
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}
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