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2018-07-17 14:15:37 +02:00

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varying vec2 uv;
varying vec2 rcoords;
uniform vec4 sprite_pos;
void main() {
uv = gl_MultiTexCoord0.xy;
rcoords = ((uv - sprite_pos.xy) / (sprite_pos.zw - sprite_pos.xy) - vec2(0.5, 0.5)) * 2.0;
gl_FrontColor = gl_Color;
gl_BackColor = gl_Color;
gl_Position = ftransform();
}