Update twoD shaders
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@@ -1,13 +1,6 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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//out vec2 vParams;
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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 = position;
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@@ -2,14 +2,12 @@
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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 vec3 boxXboxYwidth;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vparams;
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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.xyz,1);
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gl_Position = theMat * vec4(position.xyz,1);
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vColor = color;
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vparams = boxXboxYwidth;
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}
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@@ -1,12 +1,8 @@
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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 (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = theMat * vec4(position,1);
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@@ -2,15 +2,13 @@
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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 vec4 boxes;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec2 boxOut;
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out vec2 boxIn;
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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.xyz,1);
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gl_Position = theMat * vec4(position.xyz,1);
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vColor = color;
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boxOut = boxes.xy ;
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boxIn = boxes.zw ;
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@@ -2,15 +2,12 @@
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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uniform mat4 worldMat;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 gColor;
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out vec2 gTexCoord;
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void main()
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{
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gl_Position = worldMat * vec4(aPos, 1.0);
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gl_Position = theMat * vec4(aPos, 1.0);
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gColor = aColor;
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gTexCoord = aTexCoord;
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}
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@@ -1,12 +1,10 @@
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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 col;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vCol;
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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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gl_Position = theMat * vec4(position,1);
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vCol = col;
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}
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