Tweak picture shader verxs
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@@ -1,5 +1,5 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 col;
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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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@@ -7,8 +7,8 @@ out vec4 vCol;
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out vec3 vPos;
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out vec3 vparams;
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void main() {
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gl_Position = theMat * vec4(pos,1);
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gl_Position = theMat * pos;
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vCol = col;
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vparams = boxXboxYwidth;
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vPos = pos;
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vPos = pos.xyz;
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}
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@@ -1,11 +1,11 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 0) in vec4 pos;
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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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out vec3 vPos;
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void main() {
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gl_Position = theMat * vec4(pos,1);
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gl_Position = theMat * pos;
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vCol = col;
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vPos = pos;
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vPos = pos.xyz;
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}
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@@ -1,5 +1,5 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 0) in vec4 pos;
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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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@@ -10,6 +10,6 @@ out vec4 vCol;
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// //
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void main()
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{
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gl_Position = vec4(pos,1);
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gl_Position = pos;
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vCol = col;
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}
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@@ -1,5 +1,5 @@
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#version 450 core
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layout (location = 0) in vec3 inPos;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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//layout (location = 2) in vec4 inTexCoord;
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layout (location = 2) in vec3 inTexCoord;
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@@ -8,7 +8,7 @@ out vec4 vColor;
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out vec3 vTexCoord;
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void main()
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{
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gl_Position = theMat * vec4(inPos.xyz, 1.0);
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gl_Position = theMat * pos;
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vColor = inColor;
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//vTexCoord = inTexCoord.xyz;
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vTexCoord = inTexCoord;
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