Cleanup 2/2
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@ -9,7 +9,7 @@ struct SpriteInstanceData
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};
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layout (location = 0) in vec2 inPosition;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 1) in vec4 inTexCoord;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out vec4 outVertexColor;
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@ -29,6 +29,7 @@ void main()
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{
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SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
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gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
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outTexCoord = vec2(spriteData.TexCoords) + vec2(spriteData.TexCoords.z, spriteData.TexCoords.w) * inTexCoord;
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vec4 t = spriteData.TexCoords * inTexCoord;
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outTexCoord = vec2(t.x + t.z, t.y + t.w);
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outVertexColor = spriteData.Color;
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}
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