prosperon/source/shaders/circlevert.glsl

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