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attribute vec4 in_position;
attribute vec2 in_texcoord;
attribute vec2 in_texcoord2;
varying vec2 g_texcoord;
varying vec2 g_texcoord2;
uniform vec4 g_screenratio;
void main() {
vec2 halfscreen = vec2( 1.0 / g_screenratio[0], 1.0 / g_screenratio[1] );
vec4 pos = in_position;
pos[0] -= halfscreen[0];
pos[1] -= halfscreen[1];
pos[1] *= -1.0;
gl_Position = ( pos ) * g_screenratio;
g_texcoord = in_texcoord;
g_texcoord2 = in_texcoord2;
}
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