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2022-09-04 13:23:45 +02:00

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GLSL

#type vertex
#version 330 core
layout (location = 0) in vec2 aPosition;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aUV;
out vec4 vertexColor;
out vec2 uv;
uniform mat4 projection;
uniform mat4 model;
void main() {
vertexColor = aColor;
uv = aUV;
gl_Position = projection * model * vec4(aPosition.xy, 0, 1.0);
}
#type fragment
#version 330 core
out vec4 FragColor;
in vec4 vertexColor;
in vec2 uv;
uniform sampler2D texture0;
void main() {
FragColor = texture(texture0, uv) * vertexColor;
}