09/shaders/bulb.vert

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#version 420 core
layout(location = 0) in vec3 pos;
layout(std140, binding = 0) uniform Camera
{
mat4 projection;
mat4 view;
vec3 position;
} camera;
uniform mat4 model;
void main()
{
gl_Position = camera.projection * camera.view * model * vec4(pos, 1.0);
}