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			23 lines
		
	
	
	
		
			528 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			528 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 330 core
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| 
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| layout (location = 0) in vec2 aScreenCoord;
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| layout (location = 1) in vec2 aXYOffset;
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| layout (location = 2) in vec4 aColor;
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| 
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| uniform mat4 uMVPMatrix;
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| uniform mat4 uMapMatrix;
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| uniform vec2 uMapScreenCoord;
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| 
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| out vec4 color;
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| 
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| void main()
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| {
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|    // Pass the color to the fragment shader
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|    color = aColor;
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| 
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|    vec2 p = aScreenCoord - uMapScreenCoord;
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| 
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|    // Transform the position to screen coordinates
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|    gl_Position = uMapMatrix * vec4(p, 0.0f, 1.0f) +
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|                  uMVPMatrix * vec4(aXYOffset, 0.0f, 0.0f);
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| }
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