Pong/resources/shaders/FA_Preview.vert
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GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 vPos;
layout(location = 1) in vec2 vUv;
layout(location = 0) out vec2 fUv;
layout(location = 1) out flat uint fChannels;
layout(binding = 0) uniform Transform
{
mat4 proj;
mat4 view;
mat4 model;
int channels;
} trans;
void main()
{
gl_Position = trans.proj * trans.view * trans.model * vec4(vPos, 1.0);
fUv = vUv;
fChannels = trans.channels;
}