
this is needed so we can later ff public/stable (currently at version_2.5.2) to version_2.6.0
17 lines
No EOL
231 B
GLSL
17 lines
No EOL
231 B
GLSL
#version 140
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uniform mat4 ProjMtx;
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in vec2 Position;
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in vec2 UV;
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in vec4 Color;
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out vec2 Frag_UV;
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out vec4 Frag_Color;
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void main()
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{
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Frag_UV = UV;
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Frag_Color = Color;
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gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
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} |