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18 lines
418 B
GLSL
18 lines
418 B
GLSL
#version 460
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layout(location = 0) in vec3 position;
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layout(location = 0) out vec3 mvVertexPos;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 modelPosition;
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uniform vec3 lowerBounds;
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uniform vec3 upperBounds;
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void main() {
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vec4 mvPos = viewMatrix*vec4(lowerBounds + position*(upperBounds - lowerBounds) + modelPosition, 1);
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gl_Position = projectionMatrix*mvPos;
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mvVertexPos = mvPos.xyz;
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}
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