RuntimeData/shader/FlatTexture.vert

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GLSL
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#version 450 core
layout(location = 0) in vec2 Position;
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layout(location = 1) in vec2 TexCoord;
layout(binding = 0) uniform WorldMatrix
{
mat4 ortho;
mat4 projection;
mat4 modelview;
mat4 mvp;
vec4 view_pos;
} world;
layout(location = 0) out vec2 FragmentTexCoord;
void main()
{
FragmentTexCoord=TexCoord;
gl_Position=vec4(Position,0.0,1.0)*world.ortho;
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}