Azur/azur/glsl/vs_tex2d.glsl

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/* Vertex position in screen space */
layout(location=0) in vec2 a_vertex;
/* Same in texture space */
layout(location=1) in vec2 a_texture_pos;
/* Location in image space */
out vec2 v_position;
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uniform mat3 u_transform;
void main() {
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v_position = a_texture_pos;
gl_Position = vec4((u_transform * vec3(a_vertex, 1.0)).xy, 0.0, 1.0);
}