projection.glsl
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#version 150
layout(std140) uniform Projection {
mat4 ProjMat;
};
vec4 projection_from_position(vec4 position) {
vec4 projection = position * 0.5;
projection.xy = vec2(projection.x + projection.w, projection.y + projection.w);
projection.zw = position.zw;
return projection;
}