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