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in vec4 vertPosition;
in vec4 vertTexCoord;
in vec4 vertColor;
in float vertRadius;
out vec4 fragTexCoord;
out vec4 fragColor;
out float fragOffset;
layout (std140) uniform matrixData {
mat4 modelViewMatrix;
mat4 projMatrix;
};
layout (std140) uniform genericData {
float window_width;
float window_height;
float use_offset;
};
void main()
{
gl_Position = projMatrix * modelViewMatrix * vertPosition;
fragOffset = vertRadius * use_offset;
fragTexCoord = vec4(vertTexCoord.xyz, 0.0);
fragColor = vertColor;
}
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