opengl-stuff/shaders/light_cube_vertex.glsl

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#version 330 core
layout (location = 0) in vec3 aPos;
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layout(std140, binding = 0) uniform Matrices
{
mat4 projection;
mat4 view;
};
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uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
}