prosperon/source/shaders/slice9_v.glsl

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#version 330 core
layout (location = 0) in vec2 vert;
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layout (location = 1) in vec2 vuv;
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layout (location = 2) in vec4 vborder;
layout (location = 3) in vec2 vscale;
layout (location = 4) in vec4 vcolor;
out vec2 uv;
out vec4 border;
out vec2 scale;
out vec4 fcolor;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vert, 0.0, 1.0);
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uv = vuv;
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border = vborder;
scale = vscale;
fcolor = vcolor;
}