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#version 300 es
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/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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in vec2 position;
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uniform vec2 u_scale;
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out vec2 in_uv;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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in_uv = position / u_scale;
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}
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