16 lines
230 B
GLSL
16 lines
230 B
GLSL
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# version 330 core
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layout (location = 0) in vec4 position;
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layout (location = 2) in vec2 tc;
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uniform mat4 pr_matrix;
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out DATA {
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vec2 tc;
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} vs_out;
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void main()
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{
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gl_Position = pr_matrix * position;
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vs_out.tc = tc;
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}
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