18 lines
310 B
GLSL
18 lines
310 B
GLSL
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 2) in int aTexIndex;
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out vec2 TexCoord;
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flat out int TexIndex;
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uniform mat4 ProjMatrix;
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void main()
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{
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gl_Position = ProjMatrix * vec4(aPos, 1.0);
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TexCoord = aTexCoord;
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TexIndex = aTexIndex;
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}
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