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23 lines
388 B
GLSL
23 lines
388 B
GLSL
#version 440
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layout(location = 0) in vec4 aVertex;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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ivec4 swizzle;
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mat4 color_matrix;
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float qt_Opacity;
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} ubuf;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubuf.qt_Matrix * aVertex;
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vTexCoord = aTexCoord;
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}
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