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now with perspective correction!
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@ -80,7 +80,8 @@ void main()
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fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0;
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fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0;
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fpos.z = 0.5;
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fpos.w = 1.0;
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fpos.w = float(vPosition.w) / 65535.0f;
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fpos.xyz *= fpos.w;
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fColor = vec4(vColor) / vec4(255.0,255.0,255.0,31.0);
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