slang-shaders/ntsc/shaders/ntsc-pass1-vertex.inc

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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 pix_no;
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void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
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pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
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}