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#version 330 core
layout(location=0) in vec2 aPos;
uniform mat4 Projection;
uniform mat4 View;
uniform mat4 LetterTransforms[32];
out vec2 TexCoords;
flat out int Index;
void main() {
gl_Position = Projection * View * LetterTransforms[gl_InstanceID] * vec4(aPos, 0.0, 1.0);
vec2 tex = aPos;
TexCoords = tex;
// flip texture coordinates
TexCoords.y = 1.0 - TexCoords.y;
Index = gl_InstanceID;
}
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