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#version 330 core
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layout (location = 0) in vec2 vertex;
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layout (location = 1) in vec2 apos;
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layout (location = 2) in float aradius;
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layout (location = 3) in vec4 acolor;
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//layout (location = 4) in float afill;
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out vec2 coords;
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out float radius;
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out vec4 fcolor;
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uniform mat4 proj;
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void main()
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{
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gl_Position = proj * vec4((vertex * aradius) + apos, 0.0, 1.0);
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coords = vertex.xy;
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fcolor = acolor;
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radius = aradius;
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}
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