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2025-08-25 16:30:02 +08:00
uniform mat4 world_view_proj_mat;
uniform vec4 texel_offsets;
varying vec4 vertex_depth;
varying vec2 uv;
void main()
{
vertex_depth = world_view_proj_mat * gl_Vertex;
gl_Position = vertex_depth;
gl_Position.xy += texel_offsets.zw * gl_Position.w;
uv = gl_MultiTexCoord0.xy;
}