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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 3) in float a_textureIndex;
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layout(location = 4) in float a_width;
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layout(location = 5) in float a_edge;
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layout(location = 6) in float a_borderWidth;
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layout(location = 7) in float a_borderEdge;
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layout(location = 8) in vec4 a_borderColor;
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layout(location = 9) in float a_offset;
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out vec4 v_color;
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out vec2 v_textureCoordinates;
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out flat float v_textureIndex;
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out float v_width;
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out float v_edge;
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out float v_borderWidth;
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out float v_borderEdge;
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out vec4 v_borderColor;
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out flat float v_offset;
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void main()
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{
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v_color = a_color;
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v_textureCoordinates = a_textureCoordinates;
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v_textureIndex = a_textureIndex;
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v_width = a_width;
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v_edge = a_edge;
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v_borderWidth = a_borderWidth;
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v_borderEdge = a_borderEdge;
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v_borderColor = a_borderColor;
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v_offset = a_offset;
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gl_Position = vec4(a_position, 1.0f);
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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// gl_Position = u_projectionView * vec4(a_position, 1.0f);
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}
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