2021-08-26 16:26:45 +03:00
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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out vec2 passTexCoord;
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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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gl_Position = projection * view * model * vec4(pos, 1.0f);
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passTexCoord = texCoord;
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2021-09-03 17:11:50 +03:00
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}
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