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FontShader.vert 325B

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  1. #version 330
  2. uniform mat4 transform;
  3. layout (location = 0) in vec3 vertexIn;
  4. layout (location = 1) in vec4 colorIn;
  5. layout (location = 2) in vec2 texCoordIn;
  6. out vec4 colorPipe;
  7. out vec2 texCoordPipe;
  8. void main() {
  9. gl_Position = transform * vec4(vertexIn, 1.0);
  10. colorPipe = colorIn;
  11. texCoordPipe = texCoordIn;
  12. }