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3 years ago
#version 330 core
layout (location = 4) in vec4 vertex;
out vec2 TexCoords;
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
TexCoords.x = vertex.z;
TexCoords.y = vertex.w;
}