MoonWorksComputeSpriteBatch/shaders/sprite.vert

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#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec2 inTexCoord;
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layout(location = 2) in vec4 inColor;
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layout(location = 0) out vec2 fragCoord;
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layout(location = 1) out vec4 color;
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layout(set = 2, binding = 0) uniform UBO
{
mat4 viewProjection;
} ubo;
void main()
{
gl_Position = ubo.viewProjection * vec4(inPosition, 1.0);
fragCoord = inTexCoord;
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color = inColor;
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}