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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 pos;
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layout (location = 2) in vec2 wh;
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layout (location = 3) in vec2 uv;
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layout (location = 4) in vec2 st;
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layout (location = 5) in vec4 vColor;
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out vec2 TexCoords;
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out vec4 fColor;
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out vec2 fst;
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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(pos + (vert * wh), 0.0, 1.0);
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TexCoords = uv + vec2(vert.x*st.x, st.y - vert.y*st.y);
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fst = st / wh;
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fColor = vColor;
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}
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