osci-render/Source/visualiser/WideBlurVertexShader.glsl

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190 B
GLSL

std::string wideBlurVertexShader = R"(
attribute vec2 aPos;
varying vec2 vTexCoord;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
vTexCoord = (0.5*aPos+0.5);
}
)";