21 lines
		
	
	
		
			459 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			21 lines
		
	
	
		
			459 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								#version 450 core
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								// Input vertex data, different for all executions of this shader.
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								layout(location = 0) in vec3 vertexPosition_modelspace;
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								layout(location = 1) in vec3 vertexColor;
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								// Output
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								out vec3 fragmentColor;
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								// Values that stay constant for the whole mesh.
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								uniform mat4 MVP;
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								void main(){
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									// Output position of the vertex, in clip space : MVP * position
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									gl_Position =  MVP * vec4(vertexPosition_modelspace,1);
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									fragmentColor = vertexColor;
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								}
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