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path: root/Data/Resources/Shaders/Editor-UI.glsl
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#version 330 core
uniform vec2 screenSize;

VSH_BEGIN

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;

out vec3 ourColor;
out vec2 TexCoord;

void main()
{
	gl_Position = vec4(aPos, 1.0);
	ourColor = aColor;
	TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

VSH_END


FSH_BEGIN

out vec4 FragColor;

in vec3 ourColor;
in vec2 TexCoord;

uniform float mixValue;

// texture samplers
uniform sampler2D texture1;
uniform sampler2D texture2;

void main()
{
	// linearly interpolate between both textures
	FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
}

FSH_END