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17 lines
396 B
GLSL
17 lines
396 B
GLSL
#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 transform;
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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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// note that we read the multiplication from right to left
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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} |