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rez_demo/sources/GL_STUFF/EFFECTS/TEX_MERGER/vertexShader_merger.glsl

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#version 300 es
/*this will affect all the float guys (float, vecN, matN )*/
precision mediump float;
layout (location = 0) in vec3 vertPos; // Attributo Posizione
out vec3 fragPos;
out vec2 frag_uv;
void main()
{
float adjustedU = (vertPos.x + 1) / 2;
float adjustedV = (vertPos.y + 1) / 2;
frag_uv = vec2(adjustedU, adjustedV);
fragPos = vertPos;
gl_Position = vec4(fragPos, 1);
}