2022-06-21 23:16:14 -05:00
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#version 330 core
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layout (location = 0) in vec4 vertex;
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 projection;
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void main() {
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TexCoords = vec2(vertex.x, 1.0 - vertex.y);
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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}
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