var vertex = "in vec2 aPosition;\n\nout vec2 vTextureCoord;\nout vec2 vMaskCoord;\n\n\nuniform vec4 inputSize;\nuniform vec4 outputFrame;\nuniform vec4 outputTexture;\nuniform mat3 filterMatrix;\n\nvec4 filterVertexPosition(  vec2 aPosition )\n{\n    vec2 position = aPosition * outputFrame.zw + outputFrame.xy;\n       \n    position.x = position.x * (2.0 / outputTexture.x) - 1.0;\n    position.y = position.y * (2.0*outputTexture.z / outputTexture.y) - outputTexture.z;\n\n    return vec4(position, 0.0, 1.0);\n}\n\nvec2 filterTextureCoord(  vec2 aPosition )\n{\n    return aPosition * (outputFrame.zw * inputSize.zw);\n}\n\nvec2 getFilterCoord( vec2 aPosition )\n{\n    return  ( filterMatrix * vec3( filterTextureCoord(aPosition), 1.0)  ).xy;\n}   \n\nvoid main(void)\n{\n    gl_Position = filterVertexPosition(aPosition);\n    vTextureCoord = filterTextureCoord(aPosition);\n    vMaskCoord = getFilterCoord(aPosition);\n}\n";

export { vertex as default };
//# sourceMappingURL=mask2.mjs.map
