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path: root/bullet_fragment.glsl
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varying mat4 v_tex_rot;
uniform sampler2D tex;

void main() {
	vec2 l_uv = gl_PointCoord;
	const vec2 l_offset = vec2(0.5, 0.5);
	l_uv -= l_offset;
	l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0));
	l_uv += l_offset;
	gl_FragColor = vec4(texture2D(tex, l_uv)) * gl_Color;
}