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2026-06-14 19:09:18 +01:00

21 lines
325 B
GLSL

// Copyright 2017-2020 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450 core
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = vec4(inPos, 0.0, 1.0);
outUV = inUV;
}