14 lines
240 B
GLSL
14 lines
240 B
GLSL
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#version 330 core
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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uniform mat4 MVP;
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out vec2 UV;
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void main() {
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
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UV = vertexUV;
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}
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