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@@ -1,11 +1,17 @@
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#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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layout (location = 0) in vec2 vertex;
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layout (location = 1) in vec2 rect;
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layout (location = 2) in vec3 vColor;
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out vec2 TexCoords;
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out vec3 fColor;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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TexCoords = vertex.zw;
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gl_Position = projection * vec4(vertex, 0.0, 1.0);
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TexCoords = rect;
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fColor = vColor;
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}
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