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#version 450 core
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 tex_coords;
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layout(location = 2) in vec4 color;
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layout(location = 3) in int tex_slot;
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layout(location = 4) in vec3 translation;
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layout(location = 5) in float angle;
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layout(location = 6) in vec3 scale;
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//out vec2 TexCoords;
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out vec4 vert_color;
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uniform mat4 projview;
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void main()
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{
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vert_color = color;
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mat4 ModelTrans = mat4(
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vec4( scale.x * cos(angle), scale.x * -sin(angle), 0.0, 0.0),
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vec4( scale.y * sin(angle), scale.y * cos(angle), 0.0, 0.0),
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vec4( 0.0, 0.0, scale.z, 0.0),
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vec4( translation.xyz, 1.0)
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);
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gl_Position = projview * ModelTrans * vec4(pos, 1.0);
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}
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