Bliss-Shader/shaders/composite10.vsh

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#version 120
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#include "lib/settings.glsl"
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#include "lib/res_params.glsl"
uniform float viewWidth;
uniform float viewHeight;
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void main() {
//Improves performances and makes sure bloom radius stays the same at high resolution (>1080p)
vec2 clampedRes = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.));
gl_Position = ftransform();
//*0.51 to avoid errors when sampling outside since clearing is disabled
gl_Position.xy = (gl_Position.xy*0.5+0.5)*0.26*BLOOM_QUALITY/clampedRes*vec2(1920.0,1080.)*2-1.0;
}