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#version 150 core

in vec4 vCoord;
in vec2 tCoord;

out vec2 sampleCoord;
out vec2 shiftedSampleCoord;

uniform mat4 matrix;
uniform vec2 textureScale;
uniform vec2 shift;
uniform float dpr;

void main()
{
     sampleCoord = tCoord * textureScale;
     shiftedSampleCoord = (tCoord - shift) * textureScale;
     vec3 dprSnapPos = floor(vCoord.xyz * dpr + 0.5) / dpr;
     gl_Position = matrix * vec4(dprSnapPos, vCoord.w);
}