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IrrlichtMt: Move OpenGL 3+ transformation matrix to shaders (#15591)
This replaces annoying calculations on C++-side and eases the implementation of 2D geometry batch rendering a lot.
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@@ -9,6 +9,7 @@ attribute vec2 inTexCoord0;
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/* Uniforms */
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uniform float uThickness;
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uniform mat4 uProjection;
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/* Varyings */
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@@ -17,7 +18,7 @@ varying vec4 vVertexColor;
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void main()
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{
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gl_Position = inVertexPosition;
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gl_Position = uProjection * inVertexPosition;
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gl_PointSize = uThickness;
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vTextureCoord = inTexCoord0;
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vVertexColor = inVertexColor.bgra;
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