19 lines
348 B
Plaintext
19 lines
348 B
Plaintext
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#version 330 core
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in vec2 position;
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in vec2 uvCoords;
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out vec2 uvCoordinates;
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uniform mat4 projection;
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uniform mat3x2 transformation;
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uniform vec2 uvBase;
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uniform vec2 uvDelta;
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void main(void)
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{
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gl_Position = projection * vec4(transformation * vec3(position.x, position.y, 1.0), 0.0, 1.0);
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uvCoordinates = uvBase + uvCoords * uvDelta;
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}
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