Huge changes for 3d
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@@ -22,10 +22,8 @@ void main() {
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vec2 corner = CORNERS[gl_VertexIndex];
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gl_Position = push.viewProjection * model * vec4(corner, 0.0, 1.0);
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// Draw order comes from the CPU-side sort, so flatten depth; sprites should
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// never be clipped by the camera's near/far planes.
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gl_Position.z = 0.0;
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fragColor = color;
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fragUv = mix(uvRect.xy, uvRect.zw, corner);
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// The quad's y runs up and the texture's v runs down.
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fragUv = mix(uvRect.xy, uvRect.zw, vec2(corner.x, 1.0 - corner.y));
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}
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