1 | var defaultVertex = `attribute vec2 aVertexPosition;
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2 |
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3 | uniform mat3 projectionMatrix;
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4 |
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5 | varying vec2 vTextureCoord;
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6 |
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7 | uniform vec4 inputSize;
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8 | uniform vec4 outputFrame;
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9 |
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10 | vec4 filterVertexPosition( void )
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11 | {
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12 | vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;
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13 |
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14 | return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);
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15 | }
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16 |
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17 | vec2 filterTextureCoord( void )
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18 | {
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19 | return aVertexPosition * (outputFrame.zw * inputSize.zw);
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20 | }
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21 |
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22 | void main(void)
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23 | {
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24 | gl_Position = filterVertexPosition();
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25 | vTextureCoord = filterTextureCoord();
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26 | }
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27 | `;
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28 | export {
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29 | defaultVertex as default
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30 | };
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31 |
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