<commit_before>attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
// uniform vec4 uColor;
uniform float uAlpha;

varying vec2 vTextureCoord;
// varying vec4 vColor;
varying float vAlpha;

uniform mat3 worldMatrix;
uniform mat3 perspectiveMatrix;
// uniform mat3 quadToSquareMatrix;
// uniform mat3 squareToQuadMatrix;

mat3 proM3 = projectionMatrix;
mat3 worldM3 = worldMatrix;
mat3 perM3 = perspectiveMatrix;
// mat3 perM3 = quadToSquareMatrix * squareToQuadMatrix;

mat4 proM4 = mat4(
    proM3[0][0],  proM3[0][1],  0,  proM3[0][2],
    proM3[1][0],  proM3[1][1],  0,  proM3[1][2],
    0,            0,            1,  0          ,
    proM3[2][0],  proM3[2][1],  0,  proM3[2][2]
);

mat4 worldM4 = mat4(
    worldM3[0][0],  worldM3[0][1],  0,  worldM3[0][2],
    worldM3[1][0],  worldM3[1][1],  0,  worldM3[1][2],
    0,            0,            1,  0          ,
    worldM3[2][0],  worldM3[2][1],  0,  worldM3[2][2]
);

mat4 perM4 = mat4(
    perM3[0][0],  perM3[0][1],  0,  perM3[0][2],
    perM3[1][0],  perM3[1][1],  0,  perM3[1][2],
    0,            0,            1,  0          ,
    perM3[2][0],  perM3[2][1],  0,  perM3[2][2]
);

void main(void) {
    // vColor = vec4(uColor.rgb * uColor.a, uColor.a);
    vAlpha = uAlpha;

    gl_Position = proM4 * worldM4 * perM4 * vec4(aVertexPosition.xy, 0.0, 1.0);
    vTextureCoord = aTextureCoord;
}
<commit_msg>cosmetic<commit_after>attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
// uniform vec4 uColor;
uniform float uAlpha;

varying vec2 vTextureCoord;
// varying vec4 vColor;
varying float vAlpha;

uniform mat3 worldMatrix;
uniform mat3 perspectiveMatrix;
// uniform mat3 quadToSquareMatrix;
// uniform mat3 squareToQuadMatrix;

mat3 proM3 = projectionMatrix;
mat3 worldM3 = worldMatrix;
mat3 perM3 = perspectiveMatrix;
// mat3 perM3 = quadToSquareMatrix * squareToQuadMatrix;

mat4 proM4 = mat4(
    proM3[0][0],  proM3[0][1],  0,  proM3[0][2],
    proM3[1][0],  proM3[1][1],  0,  proM3[1][2],
    0,            0,            1,  0,
    proM3[2][0],  proM3[2][1],  0,  proM3[2][2]
);

mat4 worldM4 = mat4(
    worldM3[0][0],  worldM3[0][1],  0,  worldM3[0][2],
    worldM3[1][0],  worldM3[1][1],  0,  worldM3[1][2],
    0,              0,              1,  0,
    worldM3[2][0],  worldM3[2][1],  0,  worldM3[2][2]
);

mat4 perM4 = mat4(
    perM3[0][0],  perM3[0][1],  0,  perM3[0][2],
    perM3[1][0],  perM3[1][1],  0,  perM3[1][2],
    0,            0,            1,  0,
    perM3[2][0],  perM3[2][1],  0,  perM3[2][2]
);

void main(void) {
    // vColor = vec4(uColor.rgb * uColor.a, uColor.a);
    vAlpha = uAlpha;

    gl_Position = proM4 * worldM4 * perM4 * vec4(aVertexPosition.xy, 0.0, 1.0);
    vTextureCoord = aTextureCoord;
}

{'fraction_non_alphanumeric': 0.1651705565529623, 'fraction_numerical': 0.09910233393177738, 'mean_word_length': 2.9405940594059405, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 1, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '4550758', 'n_tokens_mistral': 1219, 'n_tokens_neox': 1209, 'n_words': 246}