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#version 150
in vec2 in_pos;
in vec4 in_clr;
in vec2 in_texcoord;
in float in_sampler;
out vec2 g_texcoord;
out vec4 g_color;
flat out uint g_sampler;
uniform vec4 g_screenratio;
void main() {
vec2 halfscreen = vec2( 1.0 / g_screenratio[0], 1.0 / g_screenratio[1] );
vec4 pos = vec4( in_pos.x, in_pos.y, 1, 1 );
pos[0] -= halfscreen[0];
pos[1] -= halfscreen[1];
pos[1] *= -1.0;
g_texcoord = in_texcoord;
g_color = in_clr;
g_sampler = uint(in_sampler * 255.0 + 0.5);
gl_Position = ( pos ) * g_screenratio;
}
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