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#version 300 es
/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
in vec2 position;
uniform vec2 u_scale;
out vec2 in_uv;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
in_uv = position / u_scale;
}
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