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19 lines
325 B
GLSL
19 lines
325 B
GLSL
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#version 330 core
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layout (location = 0) in vec3 aPos;
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// layout (location = 1) in vec2 aTexCoord;
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// out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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// TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
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}
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