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- #version 330
- #vertex
- layout(location=0) in vec4 a_PositionTexcoord;
- layout(location=1) in vec4 a_Color;
- uniform mat4 u_MVPMatrix;
- out vec2 v_TexCoord;
- out vec4 v_Color;
- void main() {
- v_TexCoord = a_PositionTexcoord.zw;
- v_Color = a_Color;
- gl_Position = u_MVPMatrix * vec4(a_PositionTexcoord.xy, 0.0, 1.0);
- }
- #fragment
- out vec4 out_Color;
- uniform sampler2D u_Tex;
- in vec2 v_TexCoord;
- in vec4 v_Color;
- void main() {
- vec4 sample = texture(u_Tex, v_TexCoord);
- out_Color = sample * v_Color;
- }
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