2023-12-15 20:43:42 +00:00
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#version 330 core
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 origin;
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layout (location = 2) in vec4 color;
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layout (location = 3) in vec2 texture_position;
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layout (location = 4) in float ctt;
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uniform mat4 view_matrix;
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uniform mat4 projection_matrix;
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out vec4 _color;
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out vec2 _texture_position;
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out float _ctt;
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void main() {
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vec3 origined_position = origin.xyz + position.xyz;
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2023-12-16 00:33:13 +00:00
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origined_position *= 0.2;
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2023-12-15 20:43:42 +00:00
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//gl_Position = projection_matrix * view_matrix * position;
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2023-12-16 00:33:13 +00:00
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gl_Position = projection_matrix * view_matrix * vec4(origined_position, 1.0);
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2023-12-15 20:43:42 +00:00
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_color = color;
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_texture_position = texture_position;
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_ctt = ctt;
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}
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