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- // Common code for all vertex shaders of BS
- #define DEFAULT_FLOAT_PRECISION mediump
- #pragma anki include "shaders/MsBsCommon.glsl"
- layout(location = 0) in vec3 position;
- layout(location = 3) in vec2 texCoord;
- /// @name Varyings
- /// @{
- out vec2 vTexCoord;
- flat out float vAlpha;
- /// @}
- //==============================================================================
- #define setPositionVec3_DEFINED
- void setPositionVec3(in vec3 pos)
- {
- gl_Position = vec4(pos, 1.0);
- }
- //==============================================================================
- #define setPositionVec4_DEFINED
- void setPositionVec4(in vec4 pos)
- {
- gl_Position = pos;
- }
- //==============================================================================
- #define setTexCoords_DEFINED
- void setTexCoords(in vec2 x)
- {
- vTexCoord = x;
- }
- //==============================================================================
- #define particle_DEFINED
- void particle(in mat4 mvp)
- {
- vTexCoord = texCoord;
- gl_Position = mvp * vec4(position, 1);
- }
- //==============================================================================
- #define writeAlpha_DEFINED
- void writeAlpha(in float alpha)
- {
- vAlpha = alpha;
- }
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