Cleanup.
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@ -619,15 +619,15 @@ mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
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}
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#if BGFX_SHADER_LANGUAGE_GLSL
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#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2))
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#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3))
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#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
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#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
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#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
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#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
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#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
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#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
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#else
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#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
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#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
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#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2))
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#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3))
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#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
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#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
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#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
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#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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uniform vec4 u_viewRect;
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