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api8/shaders/credits.vs

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#version 330
layout(location = 0) in vec3 vsiPosition;
layout(location = 2) in vec2 vsiTexCoord;
uniform int inv;
uniform mat4 modview, proj;
out vec2 vsoTexCoord;
void main(void) {
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gl_Position = proj * modview * vec4(vsiPosition, 1);
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if(inv != 0) {
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vsoTexCoord = vec2(vsiTexCoord.s, 1 - vsiTexCoord.t);
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} else {
vsoTexCoord = vec2(vsiTexCoord.s, vsiTexCoord.t);
}
}