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Sleeping
| attribute vec2 a_pos; | |
| varying vec2 v_uv; | |
| uniform mat4 u_matrix; | |
| uniform float u_overlay_scale; | |
| void main() { | |
| // This vertex shader expects a EXTENT x EXTENT quad, | |
| // The UV co-ordinates for the overlay texture can be calculated using that knowledge | |
| v_uv = a_pos / 8192.0; | |
| gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1); | |
| } | |