22 lines
393 B
GLSL
22 lines
393 B
GLSL
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#version 440
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layout( location = 0 ) in vec4 in_vertex;
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layout( location = 1 ) in vec2 in_coord;
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layout( location = 0 ) out vec2 coord;
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layout( std140, binding = 0 ) uniform buf
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{
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mat4 matrix;
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vec4 color;
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vec4 arc;
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float spreadRadius;
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float blurRadius;
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float opacity;
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} ubuf;
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void main()
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{
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coord = in_coord;
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gl_Position = ubuf.matrix * in_vertex;
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}
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