16 lines
356 B
GLSL
16 lines
356 B
GLSL
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uniform mat4 modelViewProjectionMatrix;
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uniform sampler2DRect particles0;
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uniform sampler2DRect particles1;
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uniform sampler2DRect particles2;
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in vec4 position;
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in vec2 texcoord;
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out vec2 texCoordVarying;
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void main()
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{
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texCoordVarying = texcoord;
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gl_Position = modelViewProjectionMatrix * vec4(texture(particles0, texCoordVarying).xyz, 1.0);
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}
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