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16 lines
293 B
GLSL
16 lines
293 B
GLSL
#version 330
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layout (location=0) in vec3 vertexPos;
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layout (location=1) in vec2 texCoords;
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out vec2 outTexCoords;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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void main() {
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gl_Position = projectionMatrix*viewMatrix*vec4(vertexPos, 1);
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outTexCoords = texCoords*vec2(1, -1);
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}
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