16 lines
261 B
GLSL
16 lines
261 B
GLSL
#version 330 core
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 2) in vec3 normals;
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uniform mat4 mvp;
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out vec2 texCoord;
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void main()
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{
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gl_Position = mvp * vec4(pos, 1.0);
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texCoord = inTexCoord;
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}
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