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blender-archive/source/blender/gpu/shaders/gpu_shader_text_vert.glsl

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// TODO(merwin):
// - uniform color, not per vertex
// - generic attrib inputs (2D pos, tex coord)
#if __VERSION__ == 120
flat varying vec4 color;
noperspective varying vec2 texcoord;
#else
flat out vec4 color;
noperspective out vec2 texcoord;
#endif
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
color = gl_Color;
texcoord = gl_MultiTexCoord0.st;
}