First implementation of quadratic bezier curve shader
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position,1);
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vColor = color;
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vRad = rad;
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}
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