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

VSH_BEGIN

layout (location = 0) in vec2 vPos;
layout (location = 1) in vec2 vUV;

uniform mat4 mvp;

out vec2 uv;

void main()
{
	vec4 clip = mvp * vec4(vPos, -1, 1.0);
	gl_Position = clip;
	uv = vUV;
}

VSH_END

FSH_BEGIN
uniform sampler2D uiTex;

in vec2 uv;

out vec4 FragColor;

void main()
{
	FragColor = texture(uiTex, uv);
}
FSH_END