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Feb 19th, 2019
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  1. //
  2. // Simple passthrough vertex shader
  3. //
  4. attribute vec3 in_Position; // (x,y,z)
  5. //attribute vec3 in_Normal; // (x,y,z) unused in this shader.
  6. attribute vec4 in_Colour; // (r,g,b,a)
  7. attribute vec2 in_TextureCoord; // (u,v)
  8.  
  9. varying vec2 v_vTexcoord;
  10. varying vec4 v_vColour;
  11.  
  12. void main()
  13. {
  14. vec3 toVec = vec3(gm_Matrices[MATRIX_VIEW][0].z, gm_Matrices[MATRIX_VIEW][1].z, gm_Matrices[MATRIX_VIEW][2].z);
  15. vec4 object_space_pos = vec4(vec2(-toVec.y, toVec.x) * in_Position.x, 1. - in_Position.y, 1.);
  16.  
  17. gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
  18.  
  19. v_vColour = in_Colour;
  20. v_vTexcoord = in_TextureCoord;
  21. }
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