16/shaders/bulb.vert

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GLSL
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2023-02-02 15:22:33 +00:00
#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;
out vec3 pos_local;
void main()
{
pos_local = pos;
gl_Position = camera.projection * camera.view * model * vec4(pos, 1.0);
}