forked from tsuki/openroller
10 lines
200 B
GLSL
10 lines
200 B
GLSL
#version 450 core
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layout (location = 0) in vec2 aPos;
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out vec2 vUv;
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uniform vec3 uGameplayFlip;
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void main() {
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vUv = aPos * 0.5 + 0.5;
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gl_Position = vec4(aPos * uGameplayFlip.xy, 0.0, 1.0);
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}
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