12 lines
		
	
	
		
			200 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			12 lines
		
	
	
		
			200 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 330 core
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layout(location = 0) in vec4 vertex;
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out vec2 TexCoords;
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uniform mat4 projection;
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void main() {
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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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}
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