slang-shaders/ntsc/shaders/ntsc-pass2-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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2.
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}