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- in vec2 position;
- uniform vec4 u_ndcSpaceAxisAlignedBoundingBox;
- void main() {
- vec2 aabbMin = u_ndcSpaceAxisAlignedBoundingBox.xy;
- vec2 aabbMax = u_ndcSpaceAxisAlignedBoundingBox.zw;
- vec2 translation = 0.5 * (aabbMax + aabbMin);
- vec2 scale = 0.5 * (aabbMax - aabbMin);
- gl_Position = vec4(position * scale + translation, 0.0, 1.0);
- }
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