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delete old unused shaders
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@@ -1,12 +0,0 @@
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#version 330 core
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in vec2 TexCoords;
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in vec4 VertexColor;
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uniform sampler2D text;
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void main()
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{
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float a = texture(text, TexCoords).r;
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gl_FragColor = vec4(VertexColor.rgb, VertexColor.a*a);
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}
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@@ -1,17 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 vertex;
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layout (location = 1) in vec2 tex_coord;
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layout (location = 2) in vec4 color;
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out vec2 TexCoords;
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out vec4 VertexColor;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vertex, 1.0);
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TexCoords = tex_coord.xy;
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VertexColor = color;
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}
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