18 lines
283 B
GLSL
18 lines
283 B
GLSL
#version 330 core
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layout(location = 0) in vec3 a_position;
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out vec3 v_texCoord;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 u_viewProjectionMatrix;
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void main() {
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gl_Position = u_viewProjectionMatrix * vec4(a_position, 1.0);
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v_texCoord = a_position;
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}
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