RuntimeData/shader/OnlyPosition.vert

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GLSL
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#version 450 core
layout(location = 0) in vec2 Position;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
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} world;
void main()
{
gl_Position=vec4(Position,0.0,1.0)*world.ortho;
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}