update
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@@ -1,10 +1,8 @@
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#version 330 core
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out vec4 frag_color;
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uniform vec3 color;
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in vec2 uv;
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in vec4 fragment_color;
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void main() {
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frag_color = vec4(color, 0.0);
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frag_color = fragment_color;
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};
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29
assets/shaders/2d-solid.vertex.glsl
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29
assets/shaders/2d-solid.vertex.glsl
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@@ -0,0 +1,29 @@
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#version 330 core
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layout (location = 0) in vec2 p0;
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layout (location = 1) in vec2 p1;
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layout (location = 2) in vec4 color;
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uniform mat4 projection;
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out vec4 fragment_color;
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const vec2 rectangle_vertices[4] = vec2[](
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vec2(-1, -1),
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vec2(-1, 1),
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vec2( 1, -1),
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vec2( 1, 1)
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);
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void main() {
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vec2 dest_half_size = (p1 - p0) / 2;
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vec2 dest_center = (p1 + p0) / 2;
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vec2 dest_position = rectangle_vertices[gl_VertexID] * dest_half_size + dest_center;
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gl_Position = projection * vec4(
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dest_position,
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0,
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1
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);
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fragment_color = color;
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}
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