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BreakOut/particle.vs
2022-10-20 14:13:25 +02:00

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GLSL

#version 330 core
layout (location = 0) in vec4 vertex;
out vec2 TexCoords;
out vec4 ParticleColor;
uniform mat4 projection;
uniform vec2 offset;
uniform vec4 color;
void main()
{
float scale = 10.0;
TexCoords = vertex.zw;
ParticleColor = color;
gl_Position = projection * vec4((vertex.xy * scale) + offset, 0.0, 1.0);
}