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#version 330
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 texCoords;
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out vec2 uv;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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void main() {
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mat4 mvp = projection * view * model;
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uv = texCoords;
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gl_Position = mvp * vec4(pos, 1.0);
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} |