2022-03-20 17:04:00 +00:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout (location = 0) in vec2 inVertex;
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#ifdef TW_TILE_TEXTURED
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2023-11-04 13:51:39 +00:00
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layout (location = 1) in uvec4 inVertexTexCoord;
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2022-03-20 17:04:00 +00:00
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#endif
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layout(push_constant) uniform SPosBO {
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layout(offset = 0) uniform mat4x2 gPos;
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} gPosBO;
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#ifdef TW_TILE_TEXTURED
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layout (location = 0) noperspective out vec3 TexCoord;
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#endif
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void main()
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{
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gl_Position = vec4(gPosBO.gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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#ifdef TW_TILE_TEXTURED
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2023-11-04 13:51:39 +00:00
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TexCoord = vec3(inVertexTexCoord.xyz);
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2022-03-20 17:04:00 +00:00
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#endif
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}
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