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@jrmuizel
Created May 7, 2021 16:17
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VS_OUTPUT main(VS_INPUT input)
{
initAttributes(input);
gl_Position = mul(transpose(_uTransform), float4((float2(10.00, 10.00) + (float2(427.00, 256.00) * _aPosition)), 1., 1.));
float2 texture_size = {100000, 100000};
int format = int_ctor(gl_texture2DFetch(_sGpuCache, int2(1022, 1), 0).z);
float2 uv = float2(427.0, 640.0) * _aPosition;
if (format == 1) {
texture_size = float2(427.0, 640.0) * (gl_texture2DFetch(_sGpuCache, int2(1022, 1), 0).z-0.5);
} else if (format == 0) {
texture_size = float2(427.0, 640.0) * (gl_texture2DFetch(_sGpuCache, int2(1022, 1), 0).z-0.5);
} if (format == 2) {
texture_size = float2(427.0, 640.0) * (gl_texture2DFetch(_sGpuCache, int2(1022, 1), 0).z-0.5);
}
_vUv_Y = (uv / texture_size);
return generateOutput(input);
}
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