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