19 lines
434 B
Plaintext
19 lines
434 B
Plaintext
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#version 430
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uniform mat4 uModelViewMatrix;
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// uniform mat4 uNormalMatrix;
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uniform mat4 uProjectionMatrix;
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layout(location=0) in vec3 aPosition;
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layout(location=1) in vec3 aNormal;
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layout(location=2) in vec2 aTexCoord;
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out vec3 vNormal;
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out vec2 vTexCoord;
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void main(){
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vNormal = aNormal;
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vTexCoord = aTexCoord;
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vec4 position = vec4(aPosition, 1.0);
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gl_Position = uProjectionMatrix * uModelViewMatrix * position;
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}
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