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@ -3,27 +3,26 @@ |
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#extension GL_ARB_separate_shader_objects : enable |
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#extension GL_ARB_shading_language_420pack : enable |
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layout (location = 0) in vec2 vsin_position; |
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layout (location = 1) in vec2 vsin_texCoord; |
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layout (location = 2) in vec4 vsin_color; |
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layout (location = 0) in vec2 in_position; |
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layout (location = 1) in vec2 in_texCoord; |
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layout (location = 2) in vec4 in_color; |
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layout (binding = 0) uniform Projection |
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layout (binding = 0) uniform ProjectionMatrixBuffer |
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{ |
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mat4 projection; |
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mat4 projection_matrix; |
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}; |
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layout (location = 0) out vec4 vsout_color; |
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layout (location = 1) out vec2 vsout_texCoord; |
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layout (location = 0) out vec4 color; |
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layout (location = 1) out vec2 texCoord; |
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out gl_PerVertex |
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out gl_PerVertex |
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{ |
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vec4 gl_Position; |
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}; |
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void main() |
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{ |
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gl_Position = projection * vec4(vsin_position, 0, 1); |
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vsout_color = vsin_color; |
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vsout_texCoord = vsin_texCoord; |
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gl_Position.y = -gl_Position.y; |
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gl_Position = projection_matrix * vec4(in_position, 0, 1); |
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color = in_color; |
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texCoord = in_texCoord; |
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} |
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