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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 v_texcoord;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
int flip;
int sdr;
float tonemapInMaxNits;
float tonemapOutMaxNits;
};
void main()
{
v_texcoord = vec2(texcoord.x, texcoord.y);
if (flip != 0)
v_texcoord.y = 1.0 - v_texcoord.y;
gl_Position = mvp * position;
}
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