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16 lines
410 B
GLSL
16 lines
410 B
GLSL
#define PI 3.14159265359
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precision lowp float;
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attribute vec2 aPosition, aCorner;
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uniform float glyphVerticalSpacing;
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uniform vec2 screenSize;
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uniform float time, animationSpeed;
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varying vec2 vUV;
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void main() {
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vUV = aPosition + aCorner;
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vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner);
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vec4 pos = vec4((position - 0.5) * 2.0, 0.0, 1.0);
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pos.xy *= screenSize;
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gl_Position = pos;
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}
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