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Add full source code of the finished (and revised code) Breakout example. Not set up for cross-platform compilation as it has irrKlang and FreeType dependency, but at least source code is available online (and can be referenced from Breakout chapters).
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#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
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out vec2 TexCoords;
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out vec4 ParticleColor;
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uniform mat4 projection;
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uniform vec2 offset;
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uniform vec4 color;
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void main()
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{
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float scale = 10.0f;
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TexCoords = vertex.zw;
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ParticleColor = color;
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gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
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}
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