22 lines
379 B
GLSL
22 lines
379 B
GLSL
#version 450 core
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layout(location = 0) in vec4 a_Position;
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layout(location = 1) in vec4 a_Tint;
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layout(location = 2) in vec2 a_TexCoord;
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layout(std140, binding = 0) uniform ub_ViewProjection
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{
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mat4 u_ViewProjection;
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};
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out vec4 vso_Tint;
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out vec2 vso_TexCoord;
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void main()
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{
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gl_Position = u_ViewProjection * a_Position;
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vso_Tint = a_Tint;
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vso_TexCoord = a_TexCoord;
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}
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