21 lines
		
	
	
		
			459 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
		
			459 B
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#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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