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16 lines
469 B
16 lines
469 B
9 years ago
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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layout (location = 2) in vec2 texCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(position, 1.0f);
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ourColor = color;
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// We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis.
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// TexCoord = texCoord;
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TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
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}
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