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Pascal Engeler authoredPascal Engeler authored
draw.vert 273 B
#version 410 core
layout (location = 0) in vec3 verCoords;
uniform sampler2D source_texture;
out vec2 uvcoords;
void main()
{
gl_Position = vec4(verCoords.x, verCoords.y, 0.0, 1.0);
uvcoords = vec2((verCoords.x + 1.) * 0.5, (verCoords.y + 1.) * 0.5);
}