ddnet/shader/prim.vert

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#version 330
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layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
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uniform mat4x2 Pos;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}