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// -*- mode: c -*-
#ifdef GLSL330
layout (location = 0) in vec2 position;
#elif defined(GLSL130)
in vec2 position;
#elif defined(GLSL120)
attribute vec2 position;
#endif
#ifdef GLSL120
varying vec2 fragPosition;
#else
out vec2 fragPosition;
#endif
uniform mat4 mvp;
uniform vec4 color;
void main(void) {
// Short-circuit because the fragments will just be discarded
// anyway.
if (color.a <= 0.0) {
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
} else {
fragPosition = position;
gl_Position = mvp * vec4(position, 0.0, 1.0);
}
}
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