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14 lines
407 B
GLSL
14 lines
407 B
GLSL
#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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uniform mat4 model;
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// note that we're omitting the view matrix; the view never changes so we basically have an identity view matrix and can therefore omit it.
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uniform mat4 projection;
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void main()
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{
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TexCoords = vertex.zw;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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} |