14 lines
286 B
GLSL
14 lines
286 B
GLSL
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#version 430 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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uniform mat4 transformation;
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uniform mat4 model;
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void main()
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{
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gl_Position = transformation * model * vec4(vertexPosition, 1.0);
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}
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