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@Oipo
Created October 18, 2016 20:22
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vertexData = {
x, y, 0.0f, 0.0f,
x+w, y, 1.0f, 0.0f,
x, y+h, 0.0f, 1.0f,
x+y, y+h, 1.0f, 1.0f
};
LOG(INFO) << "[sprite] " << x << " " << y << " " << w << " " << h << endl;
// example: [sprite] 288 288 32 32
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec2 inTexCoord;
uniform mat4 projection;
out vec2 texCoord;
void main()
{
gl_Position = projection * vec4(position.x, position.y, 0.0, 1.0);
texCoord = vec2(inTexCoord.x, inTexCoord.y);
}
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