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- uniform mat4 u_mvpMatrix;
- uniform vec3 texSize;
- in vec4 a_position;
- in vec3 a_texCoord;
- out vec2 mid;
- out vec2 leftTop;
- out vec2 edgePos;
- out vec2 weightPos;
- out vec2 texStep2; // could be uniform
- out vec2 videoCoord;
- void main()
- {
- gl_Position = u_mvpMatrix * a_position;
- vec2 texStep = 1.0 / texSize.xy;
- mid = a_texCoord.xy;
- leftTop = a_texCoord.xy - texStep;
- edgePos = a_texCoord.xy * vec2(1.0, 2.0);
- weightPos = edgePos * texSize.xy * vec2(1.0, 0.5);
- texStep2 = 2.0 * texStep;
- #if SUPERIMPOSE
- videoCoord = a_texCoord.xz;
- #endif
- }
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