Added Rendrerer class and camera optimization
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@@ -3,12 +3,11 @@
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 texCoord;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 MVP;
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out vec2 TexCoord;
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void main() {
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gl_Position = projection * view * vec4(aPos.xy,0.0,1.0);
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gl_Position = MVP * vec4(aPos.xy,0.0,1.0);
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TexCoord = texCoord;
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}
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