-.orig_file = "shaders/blit.vs",
-.static_src =
-"layout (location=0) in vec2 a_co;\n"
-"out vec2 aUv;\n"
-"\n"
-"uniform vec2 uInverseRatio;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-" aUv = a_co * uInverseRatio;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/blit_transition.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"in vec2 aUv;\n"
-"uniform float uT;\n"
-"\n"
-"void main(){\n"
-" float d = uT + distance( aUv, vec2(0.5,0.5) );\n"
-"\n"
-" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) );\n"
-" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
-"\n"
-" if( d+dither < -0.5 )\n"
-" discard;\n"
-"\n"
-" FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blit_transition_uInverseRatio;
-static GLuint _uniform_blit_transition_uT;
-static void shader_blit_transition_uInverseRatio(v2f v){