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BreakOut/shader.vs
2022-10-19 17:30:18 +02:00

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230 B
GLSL

#version 330 core
layout (location=0) in vec4 vertex;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 projection;
void main()
{
TexCoords = vertex.zw;
gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
}