Technically refactored.
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10
assets/shared/shaders/singlerenderlist.frag
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10
assets/shared/shaders/singlerenderlist.frag
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@ -0,0 +1,10 @@
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#version 330 core
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in vec2 TexCoord;
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uniform sampler2D u_Text;
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out vec4 FragColor;
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void main() {
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vec4 color1 = texture(u_Text, TexCoord);
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FragColor = color1;
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}
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@ -10,11 +10,11 @@ layout (location = 1) in vec2 aTexCoord;
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uniform mat4 u_Proj;
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uniform mat4 u_View;
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uniform mat4 u_Modl;
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uniform mat4 u_Model;
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out vec2 TexCoord;
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void main() {
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gl_Position = u_Proj * u_View * u_Modl * vec4(aPos, 1.0);
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gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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@ -1,12 +0,0 @@
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#version 330 core
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in vec2 TexCoord;
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uniform sampler2D u_Text0;
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uniform sampler2D u_Text1;
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out vec4 FragColor;
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void main() {
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vec4 color1 = texture(u_Text0, TexCoord);
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vec4 color2 = texture(u_Text1, TexCoord);
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FragColor = color1 + color2;
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}
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@ -2,10 +2,9 @@
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in vec2 TexCoord;
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uniform sampler2D u_Text;
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uniform vec4 u_Colr;
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out vec4 FragColor;
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void main() {
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vec4 color = texture(u_Text, TexCoord);
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FragColor = color * u_Colr;
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FragColor = color;
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}
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@ -10,11 +10,11 @@ layout (location = 1) in vec2 aTexCoord;
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uniform mat4 u_Proj;
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uniform mat4 u_View;
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uniform mat4 u_Modl;
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uniform mat4 u_Model;
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out vec2 TexCoord;
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void main() {
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gl_Position = u_Proj * u_View * u_Modl * vec4(aPos, 1.0);
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gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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