Shaders: work on fullscreen, cleanup creation
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@@ -1,8 +1,7 @@
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#version 450 core
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texPos;
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layout (std140, binding = 2) uniform PosTex { vec4 posTex[6]; };
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out vec2 vTexPos;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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vTexPos = texPos;
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gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
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vTexPos = posTex[gl_VertexID].zw;
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}
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@@ -1,8 +1,7 @@
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#version 450 core
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec2 texpos;
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layout (std140, binding = 2) uniform PosTex { vec4 posTex[6]; };
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out vec2 vTexPos;
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void main() {
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gl_Position = vec4(position, 0, 1);
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vTexPos = texpos;
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gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
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vTexPos = posTex[gl_VertexID].zw;
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}
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