add shaders
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11
shader/fragment.sl
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11
shader/fragment.sl
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#version 330 core
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in vec2 TexCoords;
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out vec4 color;
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uniform sampler2D image;
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uniform vec3 spriteColor;
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void main()
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{
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color = vec4(spriteColor, 1.0) * texture(image, TexCoords);
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}
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13
shader/vertex.sl
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shader/vertex.sl
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#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
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out vec2 TexCoords;
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uniform mat4 model;
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uniform mat4 projection;
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void main()
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{
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TexCoords = vertex.zw;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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}
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