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#version 450
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layout( push_constant ) uniform Constants {
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mat4 model;
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vec2 atlas_top_left;
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vec2 atlas_bottom_right;
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vec2 offset;
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vec2 size;
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} constants;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNorm;
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layout(location = 2) in vec2 inUV;
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layout(location = 0) out vec2 fragUV;
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void main() {
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vec2 position = inPosition.xy * constants.size + constants.offset;
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position *= 0.001;
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gl_Position = constants.model * vec4(position, 0.0, 1.0);
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fragUV = constants.atlas_top_left + (inUV * (constants.atlas_bottom_right - constants.atlas_top_left));
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}
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