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18 lines
200 B
GLSL
18 lines
200 B
GLSL
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#version 330 core
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in vec3 f_pos;
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in vec2 f_uv;
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layout (std140)
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uniform u_locals {
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vec4 bounds;
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};
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uniform sampler2D u_tex;
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out vec4 tgt_color;
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void main() {
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tgt_color = texture(u_tex, f_uv);
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}
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