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Projection Mapping Controls

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drag and drop control points a, b, c, d! triangle a-e-f encloses the convex rectangle a-b-c-d the relative distances of the 3 points on each border are for uniform input float values for a custom shader that, with the texture coordinate vertex attributes, map a rectangle inside a single triangle. triangles b-e-c and d-c-f are to be clipped away in the shader open challenge: derive a solution that uses two triangles for a continuous bilinear mapping and doesn't doesn't waste 1 pixel that, or shader compilers do not run every branch either way
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