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Java™ Binding for the OpenGL® API (Android)
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//Copyright 2014 JogAmp Community. All rights reserved.
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
uniform vec2 svr_EyeToSourceUVScale;
uniform vec2 svr_EyeToSourceUVOffset;
attribute vec2 svr_Position;
attribute vec2 svr_Params;
attribute vec2 svr_TexCoordR;
varying vec3 svv_Fade;
varying vec2 svv_TexCoordR;
void main(void)
{
gl_Position = vec4(svr_Position.xy, 0.5, 1.0);
svv_Fade = vec3(svr_Params.r); // vignetteFade
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
svv_TexCoordR = svr_TexCoordR * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset;
svv_TexCoordR.y = 1.0-svv_TexCoordR.y;
}
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