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2024-01-19 23:55:07 +02:00
commit 156021347f
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#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 v_TexCoords;
uniform mat4 projection;
uniform mat4 model;
void main() {
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
v_TexCoords = vertex.zw;
}