16 lines
310 B
GLSL
16 lines
310 B
GLSL
#version 330 core
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layout (location = 0) in vec3 xyz;
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layout (location = 1) in vec2 uv;
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layout (location = 1) in vec2 normal;
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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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out vec2 tex_coord;
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void main() {
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gl_Position = projection * view * model * vec4(xyz, 1.0);
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tex_coord = uv;
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}
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