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- #version 330 core
- uniform vec2 resolution;
- uniform float time;
- uniform float camera_scale;
- uniform vec2 camera_pos;
- layout(location = 0) in vec2 position;
- layout(location = 1) in vec4 color;
- layout(location = 2) in vec2 uv;
- out vec4 out_color;
- out vec2 out_uv;
- vec2 camera_project(vec2 point)
- {
- return 2.0 * (point - camera_pos) * camera_scale / resolution;
- }
- void main() {
- gl_Position = vec4(camera_project(position), 0, 1);
- out_color = color;
- out_uv = uv;
- }
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