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#version 330 core
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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;
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layout (location = 3) in vec2 vscale;
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layout (location = 4) in vec4 vcolor;
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out vec2 uv;
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out vec4 border;
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out vec2 scale;
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out vec4 fcolor;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vert, 0.0, 1.0);
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2023-06-05 14:48:53 -05:00
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uv = vuv;
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2023-06-05 10:32:45 -05:00
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border = vborder;
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scale = vscale;
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fcolor = vcolor;
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}
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