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;
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uniform mat4 proj;
uniform vec2 res;
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void main()
{
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gl_Position = proj * vec4(vertex.xy, 0.0, 1.0);
coords = vertex.zw;
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}