canvas/shader/vertex.sl

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#version 330 core
layout (location = 0) in vec4 vertex; // <vec2 position, vec2 texCoords>
layout (location = 3) in mat4 instanceMatrix;
out vec2 TexCoords;
//uniform mat4 pm;
//uniform mat4 projection;
void main()
{
TexCoords = vertex.zw;
//gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
//gl_Position = pm * vec4(vertex.xy, 0.0, 1.0);
//gl_Position = projection * instanceMatrix * vec4(vertex.xy, 0.0, 1.0);
gl_Position = instanceMatrix * vec4(vertex.xy, 0.0, 1.0);
}