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18 lines
450 B
GLSL
18 lines
450 B
GLSL
layout (location = 0) in vec2 inVertex;
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layout (location = 1) in vec2 inVertexTexCoord;
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layout (location = 2) in vec4 inVertexColor;
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uniform mat4x2 Pos;
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uniform float textureSize;
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noperspective out vec2 texCoord;
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noperspective out vec4 outVertColor;
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void main()
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{
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gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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texCoord = vec2(inVertexTexCoord.x / textureSize, inVertexTexCoord.y / textureSize);
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outVertColor = inVertexColor;
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}
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