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#version 150
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in vec4 Position;
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uniform mat4 ProjMat;
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uniform vec2 OutSize;
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out vec2 uv;
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void main(){
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vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
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gl_Position = vec4(outPos.xy, 0.2, 1.0);
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uv = Position.xy / OutSize;
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uv.y = 1.0 - uv.y;
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}
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