sprite render faster
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@@ -21,17 +21,14 @@ readonly buffer ssbo {
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sprite sprites[];
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};
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 vp;
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uniform vec2 diffuse_size;
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void main()
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{
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sprite s = sprites[gl_InstanceIndex];
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pos = a_pos;
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uv = a_uv;
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pos *= vec3(diffuse_size * s.rect.zw,1);
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pos *= vec3(s.rect.zw,1);
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uv = (uv*s.rect.zw)+s.rect.xy;
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gl_Position = vp * s.model * vec4(pos, 1.0);
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shade = s.shade;
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