first build attempt
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18
shaders/sweep.vert
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18
shaders/sweep.vert
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* sweep.vert — fullscreen quad vertex shader used by the phosphor
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* accumulation ping-pong pass. vTexCoord maps 1:1 to the phosphor
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* FBO in PPI space (u=0 west, u=1 east, v=0 south, v=1 north).
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*/
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#version 330 core
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layout(location = 0) in vec2 aPos; // clip-space quad [-1,+1]^2
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out vec2 vTexCoord;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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vTexCoord = aPos * 0.5 + 0.5; // [0,1]^2
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}
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