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#version 150 core
in vec4 vCoord;
in vec2 tCoord;
out vec2 sampleCoord;
out vec2 sCoordUp;
out vec2 sCoordDown;
out vec2 sCoordLeft;
out vec2 sCoordRight;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec2 textureScale;
uniform vec2 shift;
uniform float dpr;
void main()
{
sampleCoord = tCoord * textureScale;
sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale;
sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale;
vec4 xformed = modelViewMatrix * vCoord;
gl_Position = projectionMatrix * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w);
}
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