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#include "common_vertex.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform float g_Time;
uniform vec4 g_Texture0Rotation;
uniform vec2 g_Texture0Translation;
uniform float g_ScrollX; // {"material":"Scroll 1 X","default":0,"range":[-2,2]}
uniform float g_ScrollY; // {"material":"Scroll 1 Y","default":0,"range":[-2,2]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec2 v_TexCoord;
#if MULTI
uniform float g_Scroll2X; // {"material":"Scroll 2 X","default":0,"range":[-2,2]}
uniform float g_Scroll2Y; // {"material":"Scroll 2 Y","default":0,"range":[-2,2]}
varying vec2 v_TexCoord2;
#endif
void main() {
gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
vec2 scroll = vec2(g_ScrollX, g_ScrollY);
scroll = sign(scroll) * pow(vec2(g_ScrollX, g_ScrollY), CAST2(2.0));
#if SPRITESHEET
v_TexCoord = g_Texture0Translation + a_TexCoord.x * g_Texture0Rotation.xy + a_TexCoord.y * g_Texture0Rotation.zw;
//v_TexCoord = a_TexCoord;
#else
v_TexCoord = a_TexCoord + g_Time * scroll;
#endif
#if MULTI
vec2 scroll2 = vec2(g_Scroll2X, g_Scroll2Y);
scroll2 = sign(scroll2) * pow(vec2(g_Scroll2X, g_Scroll2Y), CAST2(2.0));
v_TexCoord2 = a_TexCoord + g_Time * scroll2;
#endif
}