upstairs
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@@ -2,12 +2,12 @@
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in vec2 uv; /* image uv */
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in vec4 border; /* uv length of border, normalized to image dimensions; left, bottom, right, top */
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in vec2 scale; /* polygon dimensions / texture dimensions */
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in vec2 scale; /* polygon dimensions ~ texture dimensions */
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in vec4 fcolor;
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out vec4 color;
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uniform sampler2d image;
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uniform sampler2D image;
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float map(float value, float min1, float max1, float min2, float max2)
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{
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@@ -24,7 +24,7 @@ float processAxis(float coord, float texBorder, float winBorder)
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return map(coord, 1 - winBorder, 1, 1 - texBorder, 1);
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}
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uv9slice(vec2 uv, vec2 s, vec4 b)
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vec2 uv9slice(vec2 uv, vec2 s, vec4 b)
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{
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vec2 t = clamp((s * uv - b.xy) / (s - b.xy - b.zw), 0.0, 1.0);
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return mix(uv * s, 1.0 - s * (1.0 - uv), t);
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@@ -1,5 +1,7 @@
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#version 330 core
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layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 vuv;
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layout (location = 2) in vec4 vborder;
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