2016-09-08 17:00:56 +00:00
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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 vec2 vertexUV;
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// Output
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out vec2 UV;
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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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2016-11-07 16:11:02 +00:00
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gl_Position = MVP * vec4(vertexPosition_modelspace, 1);
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2016-09-08 17:00:56 +00:00
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UV = vertexUV;
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}
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