2016-12-14 16:20:20 +00:00
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#version 330
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2016-12-11 16:46:22 +00:00
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// Input vertex data, different for all executions of this shader
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexUV;
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// Input that stay constant fpr the whole mesh
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uniform mat4 MVP;
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// Output
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out vec2 UV;
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void main()
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{
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gl_Position = MVP * vec4(vertexPosition, 1);
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UV = vertexUV;
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}
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