2022-05-13 02:50:33 +00:00
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/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2013-2016 CERN
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* @author Maciej Suminski <maciej.suminski@cern.ch>
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*
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* Vertex shader
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#version 120
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// Shader types
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_FONT = 4.0;
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const float SHADER_LINE_A = 5.0;
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const float SHADER_LINE_B = 6.0;
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const float SHADER_LINE_C = 7.0;
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const float SHADER_LINE_D = 8.0;
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const float SHADER_LINE_E = 9.0;
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const float SHADER_LINE_F = 10.0;
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// Minimum line width
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const float MIN_WIDTH = 1.0;
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2022-05-18 11:55:52 +00:00
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attribute vec4 a_shaderParams;
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varying vec4 v_shaderParams;
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varying vec2 v_circleCoords;
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uniform float u_worldPixelSize;
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uniform vec2 u_screenPixelSize;
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uniform float u_pixelSizeMultiplier;
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uniform float u_minLinePixelWidth;
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uniform vec2 u_antialiasingOffset;
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float roundr( float f, float r )
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{
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return floor(f / r + 0.5) * r;
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}
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vec4 roundv( vec4 x, vec2 t)
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{
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return vec4( roundr(x.x, t.x), roundr(x.y, t.y), x.z, x.w );
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}
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void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir, float lineWidth, bool endV )
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{
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float lineLength = length(vs);
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vec4 screenPos = gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0);
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float w = ((lineWidth == 0.0) ? u_worldPixelSize : lineWidth );
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float pixelWidth = roundr( w / u_worldPixelSize, 1.0 );
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float aspect = ( lineLength + w ) / w;
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vec4 color = gl_Color;
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vec2 s = sign( vec2( gl_ModelViewProjectionMatrix[0][0], gl_ModelViewProjectionMatrix[1][1] ) );
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if( pixelWidth < 1.0 )
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pixelWidth = 1.0;
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if ( pixelWidth > 1.0 || u_pixelSizeMultiplier > 1.0 )
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{
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vec2 offsetNorm = (vs + vp) * pixelWidth / lineLength * 0.5;
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vec4 screenOffset = vec4( s.x * offsetNorm.x * u_screenPixelSize.x, s.y * offsetNorm.y * u_screenPixelSize.y , 0, 0);
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vec4 adjust = vec4(-1, -1, 0, 0);
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if( mod( pixelWidth * u_pixelSizeMultiplier, 2.0 ) > 0.9 )
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{
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adjust += vec4( u_screenPixelSize.x, u_screenPixelSize.y, 0, 0 ) * 0.5;
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}
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gl_Position = roundv(screenPos, u_screenPixelSize) + adjust + screenOffset;
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v_shaderParams[0] = SHADER_LINE_A;
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}
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else {
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vec4 pos0 = screenPos;
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pos0.xy += ( posture ? dir.xy : dir.yx ) * u_screenPixelSize / 2.0;
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if(posture)
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{
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pos0.y -= u_screenPixelSize.y * sign(vs.y) * 0.5;
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}
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else
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{
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pos0.x += u_screenPixelSize.x * sign(vs.x) * 0.5;
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}
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gl_Position = pos0 - vec4(1, 1, 0, 0);
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v_shaderParams[0] = SHADER_LINE_B;
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}
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v_shaderParams[1] = aspect;
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gl_TexCoord[0].st = vec2(aspect * texcoord.x, texcoord.y);
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gl_FrontColor = gl_Color;
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}
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void computeCircleCoords( float mode, float vertexIndex, float radius, float lineWidth )
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{
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vec4 delta;
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vec4 center = roundv( gl_ModelViewProjectionMatrix * gl_Vertex + vec4(1, 1, 0, 0), u_screenPixelSize );
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float pixelWidth = roundr( lineWidth / u_worldPixelSize, 1.0);
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float pixelR = roundr( radius / u_worldPixelSize, 1.0);
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if( mode == SHADER_STROKED_CIRCLE)
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pixelR += pixelWidth / 2.0;
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vec4 adjust = vec4(-1, -1, 0, 0);
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if( pixelWidth < 1.0 )
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pixelWidth = 1.0;
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if( vertexIndex == 1.0 )
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{
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v_circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
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delta = vec4( -pixelR * sqrt(3.0), -pixelR, 0, 0 );
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}
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else if( vertexIndex == 2.0 )
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{
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v_circleCoords = vec2( sqrt( 3.0 ), -1.0 );
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delta = vec4( pixelR * sqrt( 3.0 ), -pixelR, 0, 0 );
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}
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else if( vertexIndex == 3.0 )
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{
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v_circleCoords = vec2( 0.0, 2.0 );
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delta = vec4( 0, 2 * pixelR, 0, 0 );
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}
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else if( vertexIndex == 4.0 )
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{
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v_circleCoords = vec2( -sqrt( 3.0 ), 0.0 );
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delta = vec4( 0, 0, 0, 0 );
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}
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else if( vertexIndex == 5.0 )
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{
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v_circleCoords = vec2( sqrt( 3.0 ), 0.0 );
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delta = vec4( 0, 0, 0, 0 );
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}
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else if( vertexIndex == 6.0 )
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{
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v_circleCoords = vec2( 0.0, 2.0 );
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delta = vec4( 0, 0, 0, 0 );
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}
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v_shaderParams[2] = pixelR;
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v_shaderParams[3] = pixelWidth;
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delta.x *= u_screenPixelSize.x;
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delta.y *= u_screenPixelSize.y;
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gl_Position = center + delta + adjust;
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gl_FrontColor = gl_Color;
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}
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void main()
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{
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float mode = a_shaderParams[0];
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// Pass attributes to the fragment shader
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v_shaderParams = a_shaderParams;
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float lineWidth = v_shaderParams.y;
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vec2 vs = v_shaderParams.zw;
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vec2 vp = vec2(-vs.y, vs.x);
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bool posture = abs( vs.x ) < abs(vs.y);
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if( mode == SHADER_LINE_A )
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computeLineCoords( posture, -vs, vp, vec2( -1, -1 ), vec2( -1, 0 ), lineWidth, false );
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else if( mode == SHADER_LINE_B )
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computeLineCoords( posture, -vs, -vp, vec2( -1, 1 ), vec2( 1, 0 ), lineWidth, false );
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else if( mode == SHADER_LINE_C )
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computeLineCoords( posture, vs, -vp, vec2( 1, 1 ), vec2( 1, 0 ), lineWidth, true );
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else if( mode == SHADER_LINE_D )
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computeLineCoords( posture, vs, -vp, vec2( -1, -1 ), vec2( 1, 0 ), lineWidth, true );
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else if( mode == SHADER_LINE_E )
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computeLineCoords( posture, vs, vp, vec2( -1, 1 ), vec2( -1, 0 ), lineWidth, true );
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else if( mode == SHADER_LINE_F )
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computeLineCoords( posture, -vs, vp, vec2( 1, 1 ), vec2( -1, 0 ), lineWidth, false );
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else if( mode == SHADER_FILLED_CIRCLE || mode == SHADER_STROKED_CIRCLE)
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computeCircleCoords( mode, v_shaderParams.y, v_shaderParams.z, v_shaderParams.w );
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else
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{
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// Pass through the coordinates like in the fixed pipeline
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gl_Position = ftransform();
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gl_FrontColor = gl_Color;
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}
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gl_Position.xy += u_antialiasingOffset;
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}
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