feat: stroke tessellation and gpu rendering
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11
shaders/triangle.vert.glsl
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11
shaders/triangle.vert.glsl
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@@ -0,0 +1,11 @@
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#version 320 es
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precision mediump float;
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layout(location = 0) in vec2 aPos;
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uniform mat4 uProjection;
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void main()
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{
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gl_Position = uProjection * vec4(aPos, 0.0, 1.0);
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}
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