Orthographic camera, viewpoint, correct aspect ratio
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@ -2,9 +2,11 @@
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layout (location = 0) in vec3 aPos;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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gl_Position = projection * view * transform * vec4(aPos, 1.0);
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}
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@ -5,10 +5,12 @@ layout (location = 1) in vec3 aColor;
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out vec3 color;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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gl_Position = projection * view * transform * vec4(aPos, 1.0);
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color = aColor;
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}
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@ -5,10 +5,12 @@ layout (location = 2) in vec2 aTexCoord;
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out vec2 texCoord;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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gl_Position = projection * view * transform * vec4(aPos, 1.0);
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texCoord = aTexCoord;
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}
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@ -7,11 +7,13 @@ layout (location = 2) in vec2 aTexCoord;
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out vec2 texCoord;
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out vec4 color;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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gl_Position = projection * view * transform * vec4(aPos, 1.0);
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color = vec4(aColor, 1.0f);
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texCoord = aTexCoord;
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}
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