ULRE/res/shader/FlatColor.vert

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GLSL
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#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 1) in vec3 Color;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
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mat4 ortho;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec2 resolution;
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} world;
layout(location = 0) out vec4 FragmentColor;
void main()
{
FragmentColor=vec4(Color,1.0);
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gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
}