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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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											2016-11-07 12:06:55 +01:00
										 
									 
								 
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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 12:06:55 +01:00
										 
									 
								 
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									gl_Position =  MVP * vec4(vertexPosition_modelspace, 1);
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											2016-09-06 15:15:29 +02:00
										 
									 
								 
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									UV = vertexUV;
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								}
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