prosperon/source/shaders/spritevert.glsl

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