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675822004d
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
11 lines
164 B
Text
11 lines
164 B
Text
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in vec4 PositionInProjection;
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in vec2 UV;
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uniform vec2 UVScale;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = PositionInProjection;
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TexCoord = UV * UVScale;
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}
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