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20 lines
360 B
GLSL
20 lines
360 B
GLSL
layout (location = 0) in vec2 inVertex;
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#ifdef TW_TILE_TEXTURED
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layout (location = 1) in uvec4 inVertexTexCoord;
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#endif
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uniform mat4x2 gPos;
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#ifdef TW_TILE_TEXTURED
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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(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
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#ifdef TW_TILE_TEXTURED
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TexCoord = vec3(inVertexTexCoord.xyz);
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#endif
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}
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