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gpu/internal/convertshaders,gpu: represent converted shaders with raw literals
Raw strings with linebreaks are easier to read and produce smaller diffs. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -2,9 +2,11 @@
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// SPDX-License-Identifier: Unlicense OR MIT
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#extension GL_GOOGLE_include_directive : enable
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precision highp float;
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#include <common.inc>
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#include "common.h"
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layout(binding = 0) uniform Block {
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vec4 transform;
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@@ -12,7 +14,7 @@ layout(binding = 0) uniform Block {
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vec4 uvTransformR1;
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vec4 uvTransformR2;
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float z;
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};
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} _block;
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layout(location = 0) in vec2 pos;
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@@ -22,8 +24,8 @@ layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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gl_Position = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1));
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vUV = transform3x2(m3x2(uvTransformR1.xyz, uvTransformR2.xyz), vec3(uv,1)).xy;
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gl_Position = toClipSpace(vec4(pos*_block.transform.xy + _block.transform.zw, _block.z, 1));
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vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy;
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vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
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vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
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vCoverUV = (uv3*vec3(_block.uvCoverTransform.xy, 1.0)+vec3(_block.uvCoverTransform.zw, 0.0)).xy;
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}
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