ioef/code/renderergl2/glsl/bokeh_vp.glsl

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attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelViewProjectionMatrix;
varying vec2 var_TexCoords;
void main()
{
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_TexCoords = attr_TexCoord0.st;
}