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MapLibreParticleLab/shaders/retained_underlay_composite.vertex.glsl
tei 8b9ab30322
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feat: add retained underlay render cache poc
2026-09-21 22:53:00 +09:00

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GLSL

layout (location = 0) in vec2 a_pos;
out vec2 v_uv;
void main() {
gl_Position = vec4(a_pos.x * 2.0 - 1.0, 1.0 - a_pos.y * 2.0, 0.0, 1.0);
v_uv = vec2(a_pos.x, 1.0 - a_pos.y);
}