hadean/res/shaders/flat.vert

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//combined projection and view matrix
uniform mat4 uProjection;
uniform vec4 uColor;
//"in" attributes from our SpriteBatch
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attribute vec3 Position;
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attribute vec2 TexCoord;
//"out" varyings to our fragment shader
varying vec4 vColor;
varying vec2 vTexCoord;
void main() {
vColor = uColor;
vTexCoord = TexCoord;
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gl_Position = uProjection * vec4(Position, 1.0);
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}