Cleaned up sprite render; use UVs
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@@ -1,5 +1,5 @@
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#version 330 core
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layout (location = 0) in vec2 vertex;
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layout (location = 0) in vec4 vertex;
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out vec2 texcoords;
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layout (std140) uniform Projection
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@@ -11,7 +11,6 @@ uniform mat4 model;
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void main()
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{
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texcoords = vertex.xy;
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texcoords.y *= -1;
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texcoords = vertex.zw;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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}
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