Simplify shaders, enable coloring of primitives
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@@ -1,12 +0,0 @@
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#version 330 core
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in vec3 OurColor;
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in vec2 TexCoord;
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out vec4 color;
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uniform sampler2D ourTexture1;
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void main()
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{
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color = texture(ourTexture1, TexCoord);
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}
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@@ -1,19 +1,9 @@
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#version 330 core
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layout(location = 0) in vec4 data; // (vec2)pos, (vec2)texCoord
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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layout (location = 2) in vec2 texCoord;
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out vec3 OurColor;
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(position, 1.0f);
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OurColor = color;
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TexCoord = texCoord;
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gl_Position = projection * vec4(data.xy, 0.0f, 1.0f);
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}
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@@ -0,0 +1,8 @@
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#version 330 core
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out vec4 color;
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uniform vec4 spriteColor;
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void main()
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{
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color = spriteColor;
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}
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@@ -0,0 +1,9 @@
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#version 330 core
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layout(location = 0) in vec4 data; // (vec2)pos, (vec2)texCoord
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(data.xy, 0.0f, 1.0f);
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}
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