prosperon/source/shaders/textvert.glsl

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
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layout (std140) uniform Projection
{
mat4 projection;
};
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void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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TexCoords = vertex.zw;
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}