15 lines
257 B
GLSL
15 lines
257 B
GLSL
#version 330 core
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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in vec3 vertex;
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in vec2 vertexTC;
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out vec2 fragTC;
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void main(void) {
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 1.0);
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fragTC = vertexTC;
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}
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