10 lines
		
	
	
		
			377 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			10 lines
		
	
	
		
			377 B
		
	
	
	
		
			GLSL
		
	
	
	
| #version 400
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| in vec4 sk_FragCoord_Workaround;
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| out vec4 sk_FragColor;
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| void main() {
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|     float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;
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|     vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * sk_FragCoord_InvW, sk_FragCoord_InvW);
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|     sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);
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|     sk_FragColor.xy = sk_FragCoord_Resolved.xy;
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| }
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