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attribute vec2 m_Position;
attribute vec4 m_Colour;
attribute vec2 m_TexCoord;
attribute vec4 m_TexRect;
attribute float m_Time;
varying vec2 v_DrawingPosition;
varying vec2 v_MaskingPosition;
varying vec4 v_Colour;
varying vec2 v_TexCoord;
varying vec4 v_TexRect;
uniform mat4 g_ProjMatrix;
uniform mat3 g_ToMaskingSpace;
uniform mat3 g_ToDrawingSpace;
uniform float g_FadeClock;
void main(void)
{
// Transform to position to masking space.
vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
v_MaskingPosition = maskingPos.xy / maskingPos.z;
// Transform to position to masking space.
vec3 drawingPos = g_ToDrawingSpace * vec3(m_Position, 1.0);
v_DrawingPosition = drawingPos.xy / drawingPos.z;
v_Colour = vec4(m_Colour.rgb, m_Colour.a * clamp(m_Time - g_FadeClock, 0.0, 1.0));
v_TexCoord = m_TexCoord;
v_TexRect = m_TexRect;
gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
}