ioq3quest/android/app/src/main/pakQ3Q/glsl/bokeh_vp.glsl

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attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
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// Uniforms
layout(shared) uniform ViewMatrices
{
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform highp mat4 u_ProjectionMatrix;
};
uniform highp mat4 u_ModelMatrix;
varying vec2 var_TexCoords;
void main()
{
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gl_Position = u_ProjectionMatrix * (u_ViewMatrices[gl_ViewID_OVR] * (u_ModelMatrix * vec4(attr_Position, 1.0)));
var_TexCoords = attr_TexCoord0.st;
}