light/Engine/res/Shaders/TintedTexture/TintedTexture_VS.glsl

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#version 440 core
layout(location = 0) in vec4 a_Position;
layout(location = 1) in vec4 a_Tint;
layout(location = 2) in vec2 a_TexCoord;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 u_ViewProjection;
};
out vec4 vso_Tint;
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out vec2 vso_TexCoord;
void main()
{
gl_Position = u_ViewProjection * a_Position;
vso_Tint = a_Tint;
vso_TexCoord = a_TexCoord;
}