2021-07-25 20:10:06 +02:00
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#version 330
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#extension GL_ARB_separate_shader_objects : enable
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layout(location=0) in vec2 inPos;
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layout(location=1) in vec2 inTex;
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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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layout(location=1) out vec2 fsTex;
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uniform mat4 proj;
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uniform mat4 camera;
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uniform mat4 world;
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void main()
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{
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fsTex = inTex;
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2023-12-02 23:58:03 +01:00
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gl_Position = proj * camera * world * vec4(inPos.x, inPos.y * 5.7, 0, 1);
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2021-07-25 20:10:06 +02:00
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}
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