Added position as out variable from vertex shader.
Adding the position out form vertex shader makes us skip computation of position in the fragment shader based on gl_FragCoord.
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@ -226,6 +226,7 @@ in float aIntensity;
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out vec4 vColor;
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out vec4 vColor;
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out vec2 vTexCoords;
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out vec2 vTexCoords;
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out float vIntensity;
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out float vIntensity;
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out vec2 vPosition;
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uniform mat3 uTransform;
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uniform mat3 uTransform;
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uniform vec4 uBounds;
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uniform vec4 uBounds;
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@ -235,6 +236,7 @@ void main() {
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vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1);
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vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
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gl_Position = vec4(normPos, 0.0, 1.0);
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vColor = aColor;
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vColor = aColor;
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vPosition = aPosition;
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vTexCoords = aTexCoords;
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vTexCoords = aTexCoords;
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vIntensity = aIntensity;
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vIntensity = aIntensity;
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}
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}
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