07/shaders/shader.vert

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GLSL
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#version 420 core
layout(location = 0) in vec3 pos;
layout(location = 1) in vec2 inTexCoord;
layout(location = 2) in vec3 normals;
layout(std140, binding = 0) uniform Camera
{
mat4 projection;
mat4 view;
};
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layout(std140, binding = 2) uniform Light
{
vec3 position;
vec3 color;
} light_v;
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uniform mat4 model;
out vec2 texCoord;
void main()
{
gl_Position = projection * view * model * vec4(pos, 1.0);
texCoord = inTexCoord;
}