16 lines
254 B
GLSL
16 lines
254 B
GLSL
#version 330 core
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layout(location = 0) in vec2 a_pos;
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layout(location = 1) in vec2 a_uv;
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layout(std140) uniform ub0 {
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mat4 u_mvp;
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vec4 u_tint;
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};
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out vec2 v_uv;
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void main() {
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v_uv = a_uv;
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gl_Position = u_mvp * vec4(a_pos, 0.0, 1.0);
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} |