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border radius for quads
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+5
-5
@@ -1,11 +1,11 @@
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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 aTexCoords;
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out vec2 texCoords;
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layout (location = 0) in vec4 vertex;
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out vec2 v_TexCoords;
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uniform mat4 projection;
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uniform mat4 model;
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void main() {
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gl_Position = projection * vec4(aPos, 1.0f);
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texCoords = aTexCoords;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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v_TexCoords = vertex.zw;
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}
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