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#version 440
layout(location = 0) in vec4 vCoord;
layout(location = 1) in vec2 tCoord;
layout(location = 0) out vec2 sampleCoord;
layout(location = 1) out vec2 sCoordUp;
layout(location = 2) out vec2 sCoordDown;
layout(location = 3) out vec2 sCoordLeft;
layout(location = 4) out vec2 sCoordRight;
layout(std140, binding = 0) uniform buf {
// must match styledtext
mat4 matrix;
vec4 color;
vec2 textureScale;
float dpr;
vec4 styleColor;
vec2 shift;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
sampleCoord = tCoord * ubuf.textureScale;
sCoordUp = (tCoord - vec2(0.0, -1.0)) * ubuf.textureScale;
sCoordDown = (tCoord - vec2(0.0, 1.0)) * ubuf.textureScale;
sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * ubuf.textureScale;
sCoordRight = (tCoord - vec2(1.0, 0.0)) * ubuf.textureScale;
gl_Position = ubuf.matrix * vCoord;
}
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