Pixel-Composer/build/Windows/0/cache/sh_interlaced.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform int useSurf;
uniform sampler2D prevFrame;
uniform vec2 dimension;
uniform int axis;
uniform int invert;
uniform float size;
void main() {
vec2 px = v_vTexcoord * dimension - .5;
px /= size;
vec2 md = mod(px, 2.);
if(invert == 1)
md = 1. - md;
gl_FragColor = vec4(0.);
if((axis == 0 && md.y < 1.) || (axis == 1 && md.x < 1.))
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
else if(useSurf == 1)
gl_FragColor = texture2D( prevFrame, v_vTexcoord );
}