11 lines
300 B
GLSL
11 lines
300 B
GLSL
#version 460 core
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layout(location = 0) in vec3 position;
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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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void main() {
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vec4 worldPosition = transformationMatrix * vec4(position, 1.0f);
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gl_Position = projectionMatrix * viewMatrix * worldPosition;
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} |