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#version 130
uniform vec2 textureSize0;
uniform vec2 textureSize1;
uniform vec2 textureSize2;
uniform vec2 textureSize3;
uniform vec2 screenSize;
uniform mat3 vertexTransform;
uniform bool vertexRounding;
in vec2 vertexPosition;
in vec4 vertexColor;
in vec2 vertexTextureCoordinate;
in int vertexData;
out vec2 fragmentTextureCoordinate;
flat out int fragmentTextureIndex;
out vec4 fragmentColor;
void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
if (vertexRounding) {
if (((vertexData >> 3) & 0x1) == 1)
screenPosition.x = round(screenPosition.x);
if (((vertexData >> 4) & 0x1) == 1)
screenPosition.y = round(screenPosition.y);
}
int vertexTextureIndex = vertexData & 0x3;
if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
else if (vertexTextureIndex == 2)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
else if (vertexTextureIndex == 1)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
else
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
}
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