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libs/shaders/GL/texturing_billboard.vsh.glsl
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26
libs/shaders/GL/texturing_billboard.vsh.glsl
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layout (location = 0) in vec4 a_position;
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layout (location = 1) in vec2 a_normal;
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layout (location = 2) in vec2 a_colorTexCoords;
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layout (location = 0) out vec2 v_colorTexCoords;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec2 u_contrastGamma;
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float u_opacity;
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float u_zScale;
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float u_interpolation;
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float u_isOutlinePass;
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};
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void main()
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{
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vec4 pivot = vec4(a_position.xyz, 1.0) * u_modelView;
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vec4 offset = vec4(a_normal, 0.0, 0.0) * u_projection;
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gl_Position = applyBillboardPivotTransform(pivot * u_projection, u_pivotTransform,
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a_position.w * u_zScale, offset.xy);
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v_colorTexCoords = a_colorTexCoords;
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}
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