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fgdata/Shaders/HDR/quad_matrix.vert

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GLSL
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#version 330 core
layout(location = 0) in vec4 pos;
layout(location = 3) in vec4 multitexcoord0;
out vec2 texcoord;
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uniform mat4 osg_ModelViewProjectionMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * pos;
texcoord = multitexcoord0.st;
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}