13 lines
261 B
GLSL
13 lines
261 B
GLSL
#version 400 core
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layout(location = 0) in vec4 vertices;
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out vec2 pass_texCoords;
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uniform mat4 projectionMatrix;
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void main() {
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gl_Position = projectionMatrix * vec4(vertices.x, vertices.y, 0.0, 1.0);
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pass_texCoords = vec2(vertices.z, vertices.w);
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}
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