18 lines
202 B
GLSL
18 lines
202 B
GLSL
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#version 330 core
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layout(location = 0) in vec3 pos;
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out vec3 v_pos;
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uniform mat4 u_viewProjection;
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void main()
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{
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v_pos = pos;
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vec4 p = u_viewProjection * vec4(pos, 1);
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gl_Position = p.xyww;
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}
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