14 lines
212 B
GLSL
14 lines
212 B
GLSL
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#version 330
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in vec2 pos;
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in vec2 tex;
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out vec2 v_tex_coords;
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uniform mat4 target;
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uniform mat4 projection;
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void main() {
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v_tex_coords = tex;
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gl_Position = projection * target * vec4(pos, 0.0, 1.0);
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}
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