2023-03-31 11:27:31 +02:00
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#version 330 core
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord;
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out vec2 v_texcoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform float tile_size;
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uniform float scroll_speed;
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uniform vec3 camera_position;
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void main()
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{
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// Apply the model, view, and projection matrices
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gl_Position = projection * view * model * vec4(position, 1.0);
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// Calculate the texture coordinate offset based on the camera position
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2023-04-05 11:17:42 +02:00
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v_texcoord = texcoord;
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2023-03-31 11:27:31 +02:00
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}
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