18 lines
299 B
GLSL
18 lines
299 B
GLSL
#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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out vec2 texCoord;
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uniform mat4 MVP;
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uniform bool flip;
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void main()
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{
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texCoord = aTexCoord;
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gl_Position = MVP * vec4(aPos, 1.0);
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if (flip)
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{
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texCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
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}
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}
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